TEXT: 620_17761_MenaceMan4a.qxd  6/5/03  4:00 PM  Page 1
  
  MODERN
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  DEAN ORMSTON, JAKE PARKER, ZAK PLUCINSKI,
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  JONATHON WAYSHAK, SAM WOOD 
  This d20 System game product uses mechanics developed for the new DUNGEONS & DRAGONS®game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
  Adkison, and the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. This product also uses mechanics developed for the 
  Psionics Handbook by Bruce R. Cordell, the Call of Cthulhu®Roleplaying Game by Monte Cook and John Tynes, and the Star Wars®Roleplaying Game by
  Bill Slavicsek, Andy Collins, and JD Wiker.
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  is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2003 Wizards of the Coast, Inc.
  DIGITALPRODUCTIONSPECIALIST
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  ADDITIONAL DESIGN
  CHRISTOPHER PERKINS
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  CATEGORY MANAGER
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  3
  Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  How to Use This Book. . . . . . . . . . . . . . . . . . . 5
  Reading the Creature Entries . . . . . . . . . . . . . 5
  Challenge Rating . . . . . . . . . . . . . . . . . . . . . 5
  Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Type. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Hit Dice (HD) and Hit Points (hp). . . . . . . . 8
  Massive Damage Threshold . . . . . . . . . . . . 8
  Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Defense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Base Attack Bonus (BAB). . . . . . . . . . . . . . . 8
  Grapple Modifier (Grap). . . . . . . . . . . . . . . 9
  Primary Attack (Atk) . . . . . . . . . . . . . . . . . . 9
  Full Attack (Full Atk) . . . . . . . . . . . . . . . . . . 9
  Fighting Space (FS). . . . . . . . . . . . . . . . . . . . 9
  Reach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Allegiances (AL) . . . . . . . . . . . . . . . . . . . . . . 9
  Saves (SV) . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Action Points (AP) . . . . . . . . . . . . . . . . . . . 10
  Reputation (Rep) . . . . . . . . . . . . . . . . . . . . 10
  Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Advancement . . . . . . . . . . . . . . . . . . . . . . . 10
  Creature Weaknesses . . . . . . . . . . . . . . . . . . . 10
  Source Effects . . . . . . . . . . . . . . . . . . . . . . . 11
  Chapter One: Creatures. . . . . . . . . . . . . . . . . . . . 12
  Acid Rainer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Alien Probe . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Anaconda, Giant . . . . . . . . . . . . . . . . . . . . . . . 15
  Animated Object . . . . . . . . . . . . . . . . . . . . . . 16
  Boar (Wild Pig). . . . . . . . . . . . . . . . . . . . . . . . . 17
  Bodak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Bogeyman (Template). . . . . . . . . . . . . . . . . . . 19
  Cat Folk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Charred One . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Chemical Golem. . . . . . . . . . . . . . . . . . . . . . . 22
  Chimpanzee. . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Crawfordsville Monster. . . . . . . . . . . . . . . . . 24
  Crawling Claw. . . . . . . . . . . . . . . . . . . . . . . . . 25
  Create Crawling Claw Sidebar . . . . . . . . . 25
  Demonic Machine . . . . . . . . . . . . . . . . . . . . . 26
  Dimensional Horror . . . . . . . . . . . . . . . . . . . . 26
  New Equipment. . . . . . . . . . . . . . . . . . . . . 28
  Dinosaur, Plesiosaur. . . . . . . . . . . . . . . . . . . . 29
  Dinosaur, Pteradon. . . . . . . . . . . . . . . . . . . . . 30
  Dinosaur, Tyrannosaur . . . . . . . . . . . . . . . . . . 30
  Doom Hag . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Dread Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Drop Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Elohim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Etoile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Fiend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Baal (unique archfiend) . . . . . . . . . . . . . . . 37
  Fleshraker (knife fiend) . . . . . . . . . . . . . . . 38
  Harriken (headsnatcher fiend) . . . . . . . . . 39
  Jumping Jack (blood fiend). . . . . . . . . . . . 40
  Kwevencha (spider fiend) . . . . . . . . . . . . . 41
  Murdergaunt (whisper fiend) . . . . . . . . . . 42
  Stygilor (tumor fiend) . . . . . . . . . . . . . . . . 43
  Fire Wisp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Fraal (Gray) . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  The Truth . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Fraal Society. . . . . . . . . . . . . . . . . . . . . . . . 46
  Fraal Weapons. . . . . . . . . . . . . . . . . . . . . . 46
  Gardhyi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  Ghoul (Template) . . . . . . . . . . . . . . . . . . . . . . 48
  Grimlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Half-Fiend (Template) . . . . . . . . . . . . . . . . . . 50
  Half-Fraal (Template) . . . . . . . . . . . . . . . . . . . 51
  Harpy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Hippopotamus . . . . . . . . . . . . . . . . . . . . . . . . 53
  Infester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Intellect Devourer . . . . . . . . . . . . . . . . . . . . . 54
  Jynx. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Kinori . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Kroath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Kroath Weapons . . . . . . . . . . . . . . . . . . . . 58
  Litter Brute . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Luciferan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Malleable Creature (Template) . . . . . . . . . . . 61
  Maniac (Template) . . . . . . . . . . . . . . . . . . . . . 62
  Man-’o-War, Giant . . . . . . . . . . . . . . . . . . . . . 63
  Mapinguari . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Megalodon . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Mongolian Death Worm . . . . . . . . . . . . . . . . 65
  Monitor Lizard . . . . . . . . . . . . . . . . . . . . . . . . 66
  Montauk Monster . . . . . . . . . . . . . . . . . . . . . 66
  Mothfolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Neothelid . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  Night Terror . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  N’sss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  N’sss Weapons . . . . . . . . . . . . . . . . . . . . . . 72
  Revenant (Template). . . . . . . . . . . . . . . . . . . . 73
  Robot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Building a Robot . . . . . . . . . . . . . . . . . . . . 75
  Rod. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Rogue Tulpa . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Sand Slave. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Satanic Ichor . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Scorpion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Sea Serpent. . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Sesheyan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
  Sewer Sludge . . . . . . . . . . . . . . . . . . . . . . . . . 84
  Shark, Huge. . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Skin Feaster. . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Snake, Cobra. . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Snake, Hoop . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Star Doppelganger. . . . . . . . . . . . . . . . . . . . . 88
  Thought Eater . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Thunderbird. . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Toxic Sludge . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  Udoroot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  Whisperer in the Dark . . . . . . . . . . . . . . . . . . 94
  Yeti. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
  Zap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
  Zeikune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
  Chapter Two: GM Characters . . . . . . . . . . . . . . 98
  Bringing Supporting Characters to Life . . . . 99
  Buying Services. . . . . . . . . . . . . . . . . . . . . . . . 99
  Reading the Character Entries . . . . . . . . . . 100
  Animal Handler (Strong/Charismatic) . . . . 100
  Attorney (Smart/Charismatic). . . . . . . . . . . 101
  Black Marketeer (Tough/Smart) . . . . . . . . . 102
  Burglar (Fast/Smart). . . . . . . . . . . . . . . . . . . 102
  Clergy (Dedicated/Charismatic) . . . . . . . . . 103
  Contract Killer (Fast) . . . . . . . . . . . . . . . . . . 104
  Cultist (Tough/Dedicated). . . . . . . . . . . . . . 105
  Demolitions Expert (Smart/Fast) . . . . . . . . 106
  ER Physician (Smart/Dedicated). . . . . . . . . 106
  Firefighter (Strong/Dedicated) . . . . . . . . . . 107
  Fringe Scientist (Smart/Dedicated) . . . . . . 108
  Government Agent 
  (Tough/Smart/Dedicated) . . . . . . . . . . . 109
  Government Investigator 
  (Strong/Smart) . . . . . . . . . . . . . . . . . . . . . 110
  Government Bureaucrat (Dedicated) . . . . . . 111
  Grifter (Fast/Charismatic). . . . . . . . . . . . . . . 112
  High-Tech Criminal (Fast/Smart) . . . . . . . . . 113
  Lawyer (Smart/Charismatic). . . . . . . . . . . . . 113
  Martial Arts Disciple (Fast/Strong) . . . . . . . 114
  Mercenary (Strong) . . . . . . . . . . . . . . . . . . . . 115
  Paramedic (Strong/Dedicated). . . . . . . . . . . 115
  Parapsychologist (Smart/Dedicated). . . . . . 117
  Security Guard (Tough/Strong) . . . . . . . . . . 117
  Security Specialist (Smart/Dedicated) . . . . 118
  Spy (Fast/Smart/Charismatic). . . . . . . . . . . 119
  SWAT Team Member (Fast/Tough). . . . . . . 120
  Undercover Cop (Tough/Charismatic) . . . . 120
  University Scientist (Smart) . . . . . . . . . . . . . 121
  Vatican Investigator (Dedicated). . . . . . . . . 122
  Wilderness Tracker (Fast/Dedicated) . . . . . 123
  Heroic GM Characters . . . . . . . . . . . . . . . . . 124
  The 25th Freedom Corps. . . . . . . . . . . . . 124
  Barret’s Crew. . . . . . . . . . . . . . . . . . . . . . . 126
  The Circle A’s. . . . . . . . . . . . . . . . . . . . . . . 129
  The Cleaning Crew . . . . . . . . . . . . . . . . . . 132
  Club Diabolique . . . . . . . . . . . . . . . . . . . . 135
  Shadow Company . . . . . . . . . . . . . . . . . . 138
  Fleshing Out GM Characters . . . . . . . . . . . . 141
  Chapter Three: Factions . . . . . . . . . . . . . . . . . . 142
  Reality vs. Spin . . . . . . . . . . . . . . . . . . . . . . . 143
  Splinter Groups & Rogue Agents. . . . . . . . . 143
  Reading the Organization Entries . . . . . . . . 143
  Organization . . . . . . . . . . . . . . . . . . . . . . . 143
  Overview. . . . . . . . . . . . . . . . . . . . . . . . . . 144
  Involving the Heroes . . . . . . . . . . . . . . . . 144
  Using the Organization . . . . . . . . . . . . . . 144
  Learning About the Organization. . . . . . 144
  Members . . . . . . . . . . . . . . . . . . . . . . . . . . 144
  Al-Jambiya . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
  Central Intelligence Agency, The . . . . . . . . 148
  Crimson Scorpion . . . . . . . . . . . . . . . . . . . . . 152
  Cryptonauts, The. . . . . . . . . . . . . . . . . . . . . . 157
  Department of Defense, The . . . . . . . . . . . . 161
  Federal Bureau of Investigation, The . . . . . 164
  Federal Emergency 
  Management Agency, The. . . . . . . . . . . . 168
  Final Church, The . . . . . . . . . . . . . . . . . . . . . 170
  Global Network News . . . . . . . . . . . . . . . . . 172
  Green Brigade, The . . . . . . . . . . . . . . . . . . . . 179
  Hoffmann Institute, The . . . . . . . . . . . . . . . 186
  La Gente. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
  Nautilus Club, The . . . . . . . . . . . . . . . . . . . . 195
  Neo-Scientologists . . . . . . . . . . . . . . . . . . . 200
  Nova Records . . . . . . . . . . . . . . . . . . . . . . . . 204
  Six-Fingered Hand, The . . . . . . . . . . . . . . . . 209
  Solomon Solutions . . . . . . . . . . . . . . . . . . . . 213
  United Nations Elite Security Force, The. . 218
  Creatures Ranked by Challenge Rating. . . . . . 224
  CONTENTS
  CONTENTS
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  You hold in your hands a massive collection of creatures, characters, and organiza-
  tions for the d20 Modern Roleplaying Game. If it goes bump in the night, cor-
  ners you in a dark alley, or plots to take over the world, chances are it’s described
  in this book. Gamemasters (GMs) can use the creatures, characters, and organiza-
  tions described herein to develop interesting challenges, or even just entertaining
  interludes, for d20 MODERN heroes.
  Chapter One: This chapter details nonhuman creatures, including ordinary ani-
  mals, aliens, magical and mechanical constructs, and things from beyond. This sec-
  tion includes the strange organisms that human beings sometimes encounter on the
  fringes of civilization. Animals that have not been scientifically proven to exist (cryp-
  tids, or “hidden animals”) lurk in places where few humans care or dare to tread. As
  civilization sprawls across the Earth, however, sightings of and even face-to-face
  encounters with such creatures become increasingly common.
  Alien encounters, too, seem to occur primarily on the edges of civilization, though
  as otherworldly visitors grow increasingly bold, they occasionally venture even into
  urban surroundings. Aliens are defined as beings not native to Earth, but some of
  them are not native to any world in our universe either. Such “extradimensionals”
  might be intelligent creatures from other planes of existence, and their past explo-
  rations of our world might have been taken for visitations of godlike beings. Encoun-
  ters with extradimensionals are the most harrowing of all, for such creatures
  frequently do not adhere to the laws of physics, and they can often impose the
  effects of their own realities upon heroes unfortunate enough to meet them.
  Chapter Two: This section covers character archetypes. From the police and fire-
  fighters who keep citizens safe to the contract killers and burglars who don’t much care
  if others feel safe or not, these ordinary and extraordinary people can come into con-
  tact with the heroes at any time during adventures. This section provides the GM with
  pregenerated statistics for just about any single person the heroes might encounter.
  INTRODUCTION
  KA
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  5
  Chapter Three: This chapter presents groups and organ-
  izations composed of people from the previous section.
  Real-world agencies such as the FBI and FEMA are detailed
  here, as well as some suitably sinister fictional versions of
  other organizations, such as the Mafia and various political,
  religious, philosophical, and commercial groups. The GM
  can use these organizations as the basis for any conspiracies
  or secret plots that the characters are investigating. The
  shadowy, nebulous nature of such groups means that even if
  the heroes uncover one plot, the same organization can
  sponsor many, many others.
  HOW TO USE THIS BOOK
  To use this book, you need a copy of the d20 Modern
  Roleplaying Game. Begin by familiarizing yourself with
  Chapter Eight: Friends and Foes, which explains how to use
  creatures and supporting characters in your game. Next,
  review the following short refresher course in how to read
  creature entries.
  Entries are presented alphabetically for creatures, and
  alphabetically by general description (Attorney, Burglar,
  Clergy, and so on) for GM characters. Organization entries,
  also arranged alphabetically, include both fictitious and
  real-world organizations. In a few instances, these entries
  also include maps of the locations in which heroes are most
  likely to encounter members of the organizations.
  READING THE CREATURE ENTRIES
  Every creature entry uses the same general format, as
  described below and in the d20 Modern Roleplaying
  Game. Because the creature entries are condensed to a
  series of short codes—such as CR, HD, hp, Mas, and so forth—
  you need some “keys” to interpret the information. A more
  complete version of this material appears in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game.
  MAIN STATISTICS BLOCK
  This part of the creature’s text presents a summary of its
  capabilities. Below is an explanation of each component of
  the main statistics block.
  Challenge Rating (CR)
  As a general rule, four heroes of a character level equal to
  a given creature’s Challenge Rating should use up roughly
  one-quarter of their resources (hit points, ammunition,
  and so on) doing battle with it. The GM may adjust the CR
  of a creature up or down to reflect the circumstances of
  the encounter.
  Size
  The nine size categories for creatures and the modifiers that
  each provides for other statistics are summarized in Table
  1–1. These modifiers have already been figured into the
  statistics for the creatures in this book.
  Type
  The d20 Modern Roleplaying Game describes fifteen
  possible creature types. No creature can have more than
  one type. 
  A creature’s type determines its Hit Die size, base attack
  bonus, saving throw bonuses, skill points, number of feats,
  and certain special qualities. In addition, creatures of a
  given type and size usually have physical ability scores
  (Strength, Dexterity, and Constitution) that fall within a
  particular range. (See Chapter Eight: Friends and Foes in the
  d20 Modern Roleplaying Game for details on type-
  based statistics.) Mental ability scores (Intelligence,
  Wisdom, and Charisma) vary widely, even among creatures
  of the same type.
  Aberration
  An aberration has a bizarre anatomy, strange abilities, an alien
  mindset, or some combination of the three. Aberrations
  share the following traits.
  Weapon and Armor Proficiency: Unless otherwise
  noted, an aberration receives either Archaic Weapons
  Proficiency or Simple Weapons Proficiency as a bonus feat.
  In addition, it is automatically proficient with its natural
  weapons and with any weapons mentioned in its entry. If
  armor is noted in its entry, the aberration also receives the
  corresponding Armor Proficiency feat (light, medium, or
  heavy) as a bonus feat, as well as the Armor Proficiency feat
  for each armor type lighter than what it wears.
  INTRODUCTION
  TABLE 1–1: CREATURE SIZES
  Modifier to
  Typical Defense and
  Grapple
  Modifier on
  Typical
  Size
  Attack Rolls
  Modifier
  Hide Checks
  Dimension1
  Weight2
  Fighting Space
  Reach
  Colossal
  –8
  +16
  –16
  64 ft. or more
  250,000 lb. or more
  30 ft. by 30 ft.
  15 ft.
  Gargantuan
  –4
  +12
  –12
  32 ft. – 64 ft.
  32,000 lb. – 250,000 lb.20 ft. by 20 ft.
  15 ft.
  Huge
  –2
  +8
  –8
  16 ft. – 32 ft.
  4,000 lb. – 32,000 lb.
  15 ft. by 15 ft.
  10 ft.
  Large
  –1
  +4
  –4
  8 ft. – 16 ft.
  500 lb. – 4,000 lb.
  10 ft. by 10 ft.
  10 ft.
  Medium-size
  +0
  +0
  +0
  4 ft. – 8 ft.
  60 lb. – 500 lb.
  5 ft. by 5 ft.
  5 ft.
  Small
  +1
  –4
  +4
  2 ft. – 4 ft.
  8 lb. – 60 lb.
  5 ft. by 5 ft.
  5 ft.
  Tiny
  +2
  –8
  +8
  1 ft. – 2 ft.
  1 lb. – 8 lb.
  2 1/2 ft. by 2 1/2 ft. 0 ft.
  Diminutive
  +4
  –12
  +12
  6 in. – 1 ft.
  1/8 lb. – 1 lb.
  1 ft. by 1 ft.
  0 ft.
  Fine
  +8
  –16
  +16
  6 in. or less
  1/8 lb. or less
  6 in. by 6 in.
  0 ft.
  1 Biped’s height, quadruped’s body length (nose to base of tail).
  2 Assumes that the creature is roughly as dense as a regular animal. A creature made of stone should weigh considerably
  more than the amount noted here, and a gaseous creature should weigh much less.
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  6
  Darkvision (Ex): Unless otherwise noted, an aberration
  has darkvision with a range of 60 feet.
  Animal
  An animal is a nonhumanoid creature, usually a vertebrate,
  that exists in nature. It has no magical abilities and no innate
  capacity for language or culture. Even a nonterrestrial crea-
  ture can be considered an animal if it exists naturally some-
  where in the universe. Animals share the following traits.
  Weapon and Armor Proficiency:Unless otherwise noted,
  an animal is proficient with only its natural weapons (claws,
  teeth, and so on). Animals are not proficient with armor.
  Ability Scores: An animal has a maximum Intelligence
  score of 2. No creature with an Intelligence score of 3 or
  higher can be an animal.
  Low-Light Vision (Ex): Unless otherwise noted, an
  animal has low-light vision.
  Construct
  A construct is an object or artificially constructed creature
  that has been magically or technologically animated. Con-
  structs share the following traits.
  Weapon and Armor Proficiency: A construct is profi-
  cient with only its natural weapons. It is not proficient
  with armor. 
  Ability Scores: A construct has no Constitution score,
  and only rarely does one have an Intelligence score.
  Although most constructs have no cognitive ability, they
  can nevertheless perform tasks by following a series of pre-
  programmed instructions.
  Darkvision (Ex): Unless otherwise noted, a construct has
  darkvision with a range of 60 feet.
  Extra Hit Points: A construct gains extra hit points based on
  its size (see Table 8–5 in the d20 Modern Roleplaying Game). 
  Immunities (Ex): Constructs are immune to mind-
  affecting effects and to poison, sleep, paralysis, stunning,
  disease, necromancy effects, and any effect that requires a
  Fortitude save unless the effect also works on objects or is
  harmless. They are not subject to critical hits, nonlethal
  damage, ability damage, ability drain, energy drain, or the
  effects of massive damage.
  Repairable: Constructs cannot heal damage on their
  own, but they can be repaired using the Repair skill. A suc-
  cessful Repair check (DC 30) heals 1d10 points of damage to
  a construct, and each check represents 1 hour of work. A
  construct reduced to 0 hit points is immediately destroyed
  and cannot be repaired.
  Special: Constructs cannot be raised from the dead.
  Dragon
  A dragon is a reptilian creature, generally winged, with
  magical or otherwise unusual abilities. Dragons share the
  following traits.
  Weapon and Armor Proficiency: A dragon is proficient
  only with its natural weapons. It is not proficient with
  armor.
  Darkvision (Ex): Unless otherwise noted, a dragon has
  darkvision with a range of 60 feet.
  Immunities (Ex): Dragons are immune to sleep, hold, and
  paralysis effects.
  Elemental
  An elemental is a being composed of one of the four classi-
  cal elements: air, earth, fire, or water. Elementals share the
  following traits.
  Weapon and Armor Proficiency: An elemental is profi-
  cient only with its natural weapons. It is not proficient with
  armor.
  Darkvision (Ex): Unless otherwise noted, an elemental
  has darkvision with a range of 60 feet.
  Immunities (Ex): Elementals are immune to poison,
  sleep, paralysis, and stunning. They are not subject to criti-
  cal hits, flanking, or the effects of massive damage.
  Special: Elementals cannot be raised from the dead.
  Fey
  A fey is a creature with supernatural abilities and connec-
  tions to nature or to some other force or location. Most fey
  are human-shaped. Fey share the following traits.
  Weapon and Armor Proficiency: A fey receives either
  Archaic Weapons Proficiency or Simple Weapons Proficiency
  as a bonus feat. In addition, it is automatically proficient with
  its natural weapons and with any weapons mentioned in its
  entry. If armor is noted in its entry, the fey also receives the
  corresponding Armor Proficiency feat (light, medium, or
  heavy) as a bonus feat, as well as the Armor Proficiency feat
  for each armor type lighter than what it wears.
  Low-Light Vision (Ex): Unless otherwise noted, a fey has
  low-light vision.
  Giant
  A giant is a humanoid-shaped creature of great size and
  strength. Giants share the following traits.
  Weapon and Armor Proficiency: A giant receives either
  Archaic Weapons Proficiency or Simple Weapons Profi-
  ciency as a bonus feat. In addition, it is automatically profi-
  cient with its natural weapons and with any weapons
  mentioned in its entry. If armor is noted in its entry, the
  giant also receives the corresponding Armor Proficiency feat
  (light, medium, or heavy) as a bonus feat, as well as the
  Armor Proficiency feat for each armor type lighter than
  what it wears.
  Low-Light Vision (Ex): Unless otherwise noted, a giant
  has low-light vision.
  Size: Giants are always Large or larger.
  Humanoid
  Normally, a humanoid has two arms, two legs, and one head—
  or a humanlike torso, arms, and a head. An occasional humanoid
  might have supernatural or extraordinary abilities, but such are
  not the norm. Humanoids share the following traits.
  Weapon and Armor Proficiency: A humanoid with
  more than 1 Hit Die receives one of the following as a bonus
  feat: Archaic Weapons Proficiency, Armor Proficiency (light),
  or Simple Weapons Proficiency.
  Keen Sight (Ex): Any kind of humanoid that is accus-
  tomed to living underground or in otherwise lightless con-
  ditions may have darkvision with a range of 60 feet,
  low-light vision, or both, as noted in its entry.
  Size: Humanoids are always Medium-size or smaller.
  INTRODUCTION
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  7
  Magical Beast
  A magical beast is similar to an animal but can have an Intel-
  ligence score higher than 2. It may also possess supernatural
  or extraordinary abilities. Some magical beasts are also
  bizarre in appearance and habits. Magical beasts share the
  following traits. 
  Weapon and Armor Proficiency: A magical beast is
  proficient only with its natural weapons. It is not proficient
  with armor.
  Keen Sight (Ex): Unless otherwise noted, a magical beast
  has darkvision with a range of 60 feet and low-light vision.
  Monstrous Humanoid
  A monstrous humanoid is a human-shaped creature with
  monstrous or animalistic features. It may also possess
  supernatural abilities. Monstrous humanoids share the
  following traits.
  Weapon and Armor Proficiency: A monstrous
  humanoid receives either Archaic Weapons Proficiency or
  Simple Weapons Proficiency as a bonus feat. In addition, it
  is automatically proficient with its natural weapons and
  with any weapons mentioned in its entry. If armor is noted
  in its entry, the monstrous humanoid also receives the cor-
  responding Armor Proficiency feat (light, medium, or heavy)
  as a bonus feat, as well as the Armor Proficiency feat for
  each armor type lighter than what it wears.
  Darkvision (Ex): Unless otherwise noted, a monstrous
  humanoid has darkvision with a range of 60 feet.
  Ooze
  An ooze is an amorphous or mutable creature. Oozes share
  the following traits.
  Weapon and Armor Proficiency: An ooze is proficient
  only with its natural weapons. It is not proficient with
  armor.
  Ability Scores: An ooze has no Intelligence score. It is
  not capable of rational thought.
  Blindsight (Ex): Unless otherwise noted, an ooze has
  blindsight with a range of 60 feet.
  Extra Hit Points: An ooze gains extra hit points accord-
  ing to its size (see Table 8–13 in the d20 Modern Role-
  playing Game).
  Immunities (Ex): Oozes are immune to mind-affecting
  effects, poison, sleep, paralysis, stunning, gaze attacks,
  visual effects, illusions, and other attack forms that rely on
  sight. Oozes are not subject to critical hits, flanking, or the
  effects of massive damage.
  Outsider
  The outsider type encompasses all creatures that origi-
  nate from other dimensions, realities, or planes but are
  not elementals. Outsiders share the following traits.
  Weapon and Armor Proficiency: An outsider receives
  either Archaic Weapons Proficiency or Simple Weapons
  Proficiency as a bonus feat. In addition, it is automatically
  proficient with its natural weapons and with any weapons
  mentioned in its entry. If armor is noted in its entry, the
  outsider also receives the corresponding Armor Proficiency
  feat (light, medium, or heavy) as a bonus feat, as well as the
  Armor Proficiency feat for each armor type lighter than
  what it wears.
  Darkvision (Ex): Unless otherwise noted, an outsider has
  darkvision with a range of 60 feet.
  Special: Like elementals, outsiders cannot be raised from
  the dead.
  Plant
  A plant is an animate vegetable creature; inanimate plants
  are treated as objects. Plants share the following traits.
  Weapon and Armor Proficiency: A plant is proficient
  only with its natural weapons. It is not proficient with
  armor.
  Blindsight (Ex): Unless otherwise noted, a plant without
  visual sensory organs has blindsight with a range of 60 feet.
  Immunities (Ex): Plants are immune to sleep, paralysis,
  stunning, and mind-affecting effects. They are not subject
  to critical hits or the effects of massive damage.
  Low-Light Vision (Ex): Unless otherwise noted, a plant
  with visual sensory organs has low-light vision.
  Undead
  An undead is a once-living creature animated by spiritual or
  supernatural forces. Undead share the following traits.
  Weapon and Armor Proficiency: An undead receives
  either Archaic Weapons Proficiency or Simple Weapons Pro-
  ficiency as a bonus feat. In addition, it is automatically
  proficient with its natural weapons and with any weapons
  mentioned in its entry. If armor is noted in its entry, the
  undead also receives the corresponding Armor Proficiency
  feat (light, medium, or heavy) as a bonus feat, as well as the
  Armor Proficiency feat for each armor type lighter than
  what it wears.
  Ability Scores: An undead has no Constitution score. It
  uses its Charisma modifier for Concentration checks and all
  other Constitution-based checks. An undead may or may
  not have an Intelligence score.
  Darkvision (Ex): Unless otherwise noted, an undead has
  darkvision with a range of 60 feet.
  Immunities (Ex): Undead are immune to poison, sleep,
  paralysis, stunning, disease, necromantic effects, and mind-
  affecting effects. They are not subject to critical hits,
  nonlethal damage, ability damage, ability drain, energy
  drain, or effects of massive damage, or any effect requiring
  a Fortitude save unless the effect also works on objects or
  is harmless.
  Healing: An undead with no Intelligence score cannot
  heal damage on its own. Undead can be healed with nega-
  tive energy (such as an inflict light wounds spell). Unless
  otherwise stated, an undead is destroyed immediately if
  reduced to 0 hits points.
  Special: Undead cannot be raised from the dead.
  Vermin
  The vermin type encompasses insects, arachnids, other
  arthropods, worms, and similar invertebrates. Most vermin
  have no supernatural abilities. Vermin share the following
  traits.
  Weapon and Armor Proficiency: A vermin is proficient
  only with its natural weapons. It is not proficient with armor.
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  8
  Ability Scores: A vermin has no Intelligence score. It
  functions purely on survival instinct. 
  Blindsight (Ex): Unless otherwise noted, a vermin with-
  out visual sensory organs has blindsight with a range of
  60 feet.
  Darkvision (Ex): Unless otherwise noted, a vermin with
  visual sensory organs has darkvision with a range of 60 feet.
  Immunities (Ex): Vermin are immune to mind-affecting
  effects.
  Potent Venom: A Medium-size or larger poisonous
  vermin gets a bonus to the save DC of its poison based
  on its size, as follows: Medium-size +2, Large +4, Huge +6,
  Gargantuan +8, Colossal +10.
  Resistance to Massive Damage (Ex): A vermin gains a +5
  species bonus on Fortitude saves to negate the effects of
  massive damage.
  Hit Dice (HD) and Hit Points (hp)
  A creature’s size and type determine its Hit Dice, and its Hit
  Dice and Constitution modifier determine its hit points.
  Each creature’s entry gives its average number of hit
  points. Hit Dice equate to level for the purpose of deter-
  mining a creature’s rate of natural healing, its maximum
  ranks in a skill, and how various FX abilities (such as magic
  and psionics) affect it.
  Massive Damage Threshold (Mas)
  When the damage a creature takes from a single attack is
  equal to or greater than its current Constitution score, it
  must succeed on a Fortitude save (DC 15) or immediately
  drop to –1 hit points. If the damage would reduce the crea-
  ture to –1 hit points or fewer anyway, the massive damage
  threshold does not apply, and the creature does not need to
  make a Fortitude save. 
  Constructs, elementals, oozes, plants, and undead ignore
  the effects of massive damage and do not have massive
  damage thresholds. A vermin gains a +5 species bonus on its
  Fortitude saves to avoid falling to –1 hit points.
  Initiative (Init)
  A creature’s modifier on Initiative checks is usually equal
  to its Dexterity modifier, though certain feats (such as
  Improved Initiative) and abilities provide bonuses on
  Initiative checks.
  Speed (Spd)
  A creature’s tactical speed on land is the amount of distance
  it can cover in one move action. If this speed is a reduced
  value because of armor the creature wears, a parenthetical
  note indicating the armor type and the creature’s base unar-
  mored speed follows the land speed entry.
  Any other modes of movement the creature has are given
  after the land speed entry. Unless otherwise noted, these
  modes of movement are natural (not magical).
  Burrow: The creature can tunnel through dirt but not
  through rock, unless the descriptive text says otherwise.
  Creatures cannot run while burrowing.
  Climb: A creature with a climb speed automatically has
  the Climb skill as a class skill and gains a +8 species bonus on
  Climb checks. The creature must make a Climb check to
  climb any wall or slope with a Climb DC greater than 0, but
  it can always choose to take 10 on Climb checks, even if
  rushed or threatened. The creature climbs at the given
  speed. If it attempts an accelerated climb (see the d20
  Modern Roleplaying Game, page 50), it moves at double
  the given climb speed (or its normal land speed, whichever
  is lower) and makes a single Climb check at a –5 penalty. A
  creature cannot use the run action while climbing. The crea-
  ture retains its Dexterity bonus to Defense (if it has any)
  while climbing, and opponents get no special bonus on their
  attack rolls against it while it climbs.
  Fly: The creature can fly at the given speed if carrying no
  more than a medium load. The fly speed entry includes a
  parenthetical note indicating the creature’s maneuverability
  in flight.
  Perfect: The creature can perform almost any aerial
  maneuver it wishes.
  Good: The creature is agile in the air, but it cannot
  change direction as readily as a creature with perfect
  maneuverability can.
  Average: The creature can fly as adroitly as a small bird.
  Poor: The creature flies as well as a very large bird.
  Clumsy: The creature can barely fly at all.
  Flying creatures can make dive attacks. A dive attack
  works just like a charge maneuver, except that the diving
  creature must move a minimum of 30 feet. It can make only
  claw attacks while diving, but each such attack deals double
  damage. A flying creature can use the run action, provided
  that it flies in a straight line.
  Swim: A creature with a swim speed can move through
  water (or similar liquids) at the given speed without making
  Swim checks. It gains a +8 species bonus on any Swim check
  made to perform some special action or avoid a hazard. The
  creature can always choose to take 10 on a Swim check, even
  if it is distracted or endangered. A swimming creature can use
  the run action, provided that it swims in a straight line.
  Defense
  A creature’s Defense entry includes a parenthetical explanation
  of the modifiers contributing to it (usually size, Dexterity, and
  natural armor). Also provided are the creature’s “touch”
  Defense (discounting natural armor and other armor modifiers)
  and “flat-footed” Defense (discounting Dexterity bonus). The
  touch Defense measures how difficult it is to simply touch the
  creature in combat, and the flat-footed Defense measures how
  difficult it is to hit the creature when it is taken unaware.
  Base Attack Bonus (BAB)
  The base attack bonus is the creature’s base chance to hit
  based only on type, Hit Dice, and class levels, if any (see
  Chapter Eight of the d20 Modern Roleplaying Game). No
  other modifiers (such as those for size, Strength, or Dexter-
  ity) are included in this value. The base attack bonus is used
  to calculate a creature’s grapple modifier, as well as the
  maximum bonus on damage rolls that can be gained with
  the Power Attack feat.
  INTRODUCTION
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  9
  Grapple Modifier (Grap)
  A creature’s grapple check bonus is equal to the creature’s
  base attack bonus + the creature’s Strength modifier + the
  creature’s size modifier (from Table 1–1).
  Primary Attack (Atk)
  A creature that moves more than 5 feet in the same round
  that it attacks makes only a single attack using its primary
  attack bonus. This bonus includes modifications for size and
  Strength (for melee attacks) or Dexterity (for ranged attacks,
  melee attacks of incorporeal creatures, or melee attacks
  using the Weapon Finesse feat). Use the primary attack
  bonus whenever the creature makes an attack of opportu-
  nity. A creature can attack with natural or manufactured
  weapons, or sometimes both.
  The damage and primary weapon type are noted in
  parentheses. A creature’s primary attack damage includes its
  full Strength modifier (multiplied by 1.5 if it is the creature’s
  sole attack form). 
  Full Attack (Full Atk)
  A creature that takes no more than a 5-foot step during its
  turn can make a full attack using all of its natural weapons,
  plus one or more manufactured weapons, if it carries any. A
  creature’s full attack includes both its primary and second-
  ary attacks (if any). If the creature uses a manufactured
  weapon, that always counts as its primary attack; all others
  are secondary.
  The primary attack bonus is calculated as described
  above. Each remaining attack counts as a secondary attack
  and takes a –5 penalty on the attack roll, unless the creature
  has the Multiattack feat (see Chapter Eight of the d20
  Modern Roleplaying Game), which lessens the penalty to
  –2. A secondary attack adds only one-half the creature’s
  Strength bonus (rounded down) to the damage roll.
  Fighting Space (FS)
  The approximate amount of space that a creature needs to
  move and fight effectively is its fighting space. This figure
  applies only to combat situations; obviously, multiple
  Medium-size creatures that are not engaged in combat can
  occupy a single 5-foot-by-5-foot elevator.
  Reach
  A creature’s reach is the distance at which it can strike tar-
  gets without needing to adjust its position on the grid.
  When measuring diagonally, every second square counts as
  two squares. 
  Unlike a creature using a manufactured weapon (such as a
  spear), a creature using natural weapons threatens all squares
  within its reach. Thus, a creature whose natural weapon has
  a reach greater than 5 feet can still strike creatures next to it.
  A Large or larger creature with a manufactured reach weapon
  can strike targets out to double its normal reach but not
  targets that are within its normal reach. 
  A creature with a reach of 0 feet must move into its
  target’s fighting space to attack it, thus provoking an attack
  of opportunity from the target. A creature with a 0-foot
  reach does not threaten the squares around it.
  Special Qualities (SQ)
  Many creatures have unusual abilities. Such abilities include
  but are not limited to: ability score reduction (permanent
  ability drain or temporary ability damage), blindsight, breath
  weapons, constriction, damage reduction, darkvision,
  energy drain, fast healing, fear aura, gaze, improved grab,
  low-light vision, poison, power resistance, psionics, regen-
  eration, resistances, scent, spell resistance, spells, swallow
  whole, trample, turn resistance, and vulnerabilities to cer-
  tain types of damage. A special quality can be extraordinary
  (Ex), spell-like (Sp), or supernatural (Su).
  Extraordinary: Extraordinary abilities are nonmagical, so
  they are not subject to any effect that disrupts magic.
  Unless noted otherwise, an extraordinary ability can be used
  at will as a free action.
  Spell-Like: Spell-like abilities are magical and work just
  like spells, though they have no verbal, somatic, material,
  focus, or XP components. They are subject to spell resistance. 
  A spell-like ability usually has a use limit, which is given in
  the creature’s entry. A spell-like ability designated as “at
  will” has no use limit.
  Using a spell-like ability is an attack action unless other-
  wise noted, and using one while threatened provokes
  attacks of opportunity. A spell-like ability can be disrupted
  just like a spell can.
  A designated caster level defines how difficult it is to
  dispel a spell-like ability and defines any level-dependent
  variables it may have. The caster level never affects which
  spell-like abilities the creature has; sometimes the given
  caster level is lower than the level that a spellcasting char-
  acter would have to be to cast the spell of the same name.
  The saving throw DC (if any) for a spell-like ability is 10 +
  the level of the spell the ability resembles or duplicates +
  the creature’s Charisma modifier.
  Supernatural: Supernatural abilities are magical but not
  subject to spell resistance. Using a supernatural ability is an
  attack action unless otherwise noted. However, using a
  supernatural ability does not provoke attacks of opportu-
  nity and never requires a Concentration check. Like spell-
  like abilities, supernatural abilities may have use limits or be
  usable at will.
  Allegiances (AL)
  This entry lists the creature’s most likely allegiances. A fan-
  tastic creature may have an allegiance to a moral or ethical
  philosophy as well as to a master, group, organization, or
  owner. See the d20 Modern Roleplaying Game, page 37,
  for more information on allegiances.
  Saves (SV)
  The Fortitude, Reflex, and Will saving throw modifiers given
  in a creature’s entry include its base saves (by type and Hit
  Dice/level), as well as any applicable modifiers contributed
  by its ability scores, feats, equipment, special qualities, or
  other sources.
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  10
  Action Points (AP)
  Unlike characters, creatures have no action points. However,
  a creature can gain action points by taking levels in a heroic
  character class. Every time a creature gains a heroic class
  level, it receives a number of action points equal to 5 + one-
  half its heroic character level (not counting its starting Hit
  Dice as a creature). Like most heroic characters, however, a
  creature with heroic class levels has typically spent some of
  its action points during its career. Assume that a creature
  has a number of unused action points equal to one-half its
  heroic class levels.
  Reputation (Rep)
  A creature ordinarily has a Reputation bonus of +0, but it
  may increase its bonus by taking levels in a character class.
  Abilities
  Though creatures have the same six ability scores as charac-
  ters do (Strength, Dexterity, Constitution, Intelligence,
  Wisdom, and Charisma), certain factors unique to creatures
  can have an effect on how those abilities are applied.
  Strength: Quadrupeds can carry heavier loads than
  bipedal characters. See Carrying Capacity on page 121 of the
  d20 Modern Roleplaying Game.
  Intelligence: A creature can speak all the languages men-
  tioned in its descriptive text. Any creature with an Intelli-
  gence score of 3 or higher understands at least one language.
  Nonabilities: Some creatures lack certain ability scores.
  Such a creature does not have a score of 0 in the ability it
  lacks—it has no score at all. The modifier for a nonability is
  +0. See page 229 in the d20 Modern Roleplaying Game
  for more information about nonabilities.
  Skills
  A creature’s skills are listed in alphabetical order in its entry,
  along with the corresponding skill modifiers. Adjustments
  for ability scores, feats, special abilities, and other effects
  that always apply are already factored into these values, but
  temporary adjustments (such as those from limited-dura-
  tion spells) are not included. All the skills noted in the entry
  are considered class skills for the creature, unless it has also
  acquired a character class.
  Automatic Languages: Some creatures read, write, or
  speak unique languages that heroes don’t know anything
  about. At the GM’s discretion, heroes may be able to learn
  these languages.
  Feats
  A creature’s feats are listed in alphabetical order in its entry.
  Certain creatures in the d20 Modern Roleplaying Game
  have feats that are not available to characters without
  the GM’s permission. In addition to the Multiattack feat
  (see page 229 in the d20 Modern Roleplaying Game), the
  following three feats fall into this category.
  Alien Craft Operation
  The creature is proficient at operating one type of spacecraft
  utilized by certain alien species. The available types include
  abductor craft, gray craft, and circle maker craft, among
  others. Gardhyi and sesheyans do not use alien craft.
  Prerequisite: Pilot 4 ranks.
  Benefit: The creature takes no penalty on Pilot checks or
  attack rolls made to operate a craft of the selected type.
  Normal: A creature without this feat takes a –4 penalty
  on Pilot checks made to operate a spacecraft that falls into
  any of these types, and on attack rolls made when using the
  weapons of such a spacecraft.
  Special: A creature can gain this feat multiple times. Each
  time the feat is taken, select a different type of alien craft.
  Alien Weapons Proficiency
  The creature is proficient with alien weapons.
  Benefit: The creature takes no penalty on attack rolls
  when using any kind of alien weapon.
  Normal: A creature without this feat takes the –4
  nonproficient penalty when making attacks with an alien
  weapon.
  Flyby Attack
  The creature can attack on the wing.
  Prerequisite: Fly speed.
  Benefit: When flying, the creature can take a move
  action (including a dive) and another partial action at any
  point during the move. The creature cannot take a second
  move action during a round when it makes a flyby attack.
  Normal: Without this feat, a creature can take a partial
  action either before or after its move.
  Advancement
  The GM can improve a creature by increasing its Hit Dice.
  The advancement entry indicates the increased Hit Dice
  (and often size) of the creature, or it indicates that the
  creature can advance by character class. For full details
  on advancement, see Chapter Eight of the d20 Modern
  Roleplaying Game, pages 229–230.
  CREATURE WEAKNESSES
  Although a creature’s type and species determine many of
  its traits and abilities, GMs are encouraged to alter a crea-
  ture’s physiology, behavior, abilities, tactics, and defenses
  when it serves the story or to confound players who think
  they know everything about grimlocks, mothfolk, and star
  doppelgangers. 
  Many of the creatures presented in this book have resist-
  ances, immunities, and damage reduction that make them
  especially formidable against heroes with few, if any, magic
  items or FX powers. A half-fiend with damage reduction can
  be a terrible foe for heroes bereft of magic weapons—
  unless they can discover the creature’s secret vulnerability,
  such as an aversion to spoken Latin, an attraction to ice
  cream, or a fear of clowns. From the heroes’ point of view, a
  creature’s weaknesses are more important than its abilities.
  In the modern world, plutonium and country music can be
  as deadly to creatures as swords and assault rifles. Assigning
  weaknesses to creatures gives under-powered or poorly
  equipped heroes a fighting chance.
  INTRODUCTION
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  11
  Table 8–26 in the d20 Modern Roleplaying Game (page
  269) lists many sources to which a creature may be vulnerable.
  A source can be a specific object, location, substance, sound,
  sensation, or activity. How the creature interacts with a source
  of weakness is left up to the GM, although most sources must
  be in close proximity to the creature (if not touching the crea-
  ture) to affect it. GMs may roll randomly on the table, choose
  a source that suits the creature, or devise their own.
  Source Effects
  After you determine a creature’s source of weakness, you
  need to decide how the creature reacts when confronted by
  the source. Pick an effect that seems appropriate for the crea-
  ture and the source. A creature gets either a Fortitude or Will
  saving throw to overcome or resist the source of weakness;
  the DC of the save varies depending on the source’s strength:
  Strength of Source
  Save DC
  Easily resistible
  10
  Moderate
  15
  Strong
  20
  Overpowering
  25
  Creatures usually react to a source of weakness in one of
  six ways:
  Addiction: The creature is compelled to ingest, imbibe,
  or inhale the source. The source must be within 5 feet of the
  creature to affect it. On a successful Will save, the creature
  negates the compulsion. On a failed save, the creature
  spends a full-round action indulging its addiction, then may
  resume normal actions while suffering one or more of the
  following effects (GM’s choice):
  • Creature takes a –2 penalty to Dexterity and Wisdom.
  • Creature takes a –2 penalty on attack rolls and skill
  checks.
  • Creature loses 10% of its current hit points.
  • Blindness: The creature has a 50% miss chance in com-
  bat, loses any Dexterity bonus to Defense, moves at half
  speed, takes a –4 penalty on Strength and Dexterity-
  based skills, and cannot make Spot checks. Foes gain a
  +2 bonus on attack rolls to hit the creature.
  • Deafness: The creature takes a –4 penalty to initiative
  checks and has a 20% chance of spell failure when
  casting spells with verbal components. The creature
  cannot make Listen checks.
  • Creature loses one of its extraordinary, supernatural,
  or spell-like special qualities.
  Each effect lasts 1d4 hours. Even creatures immune to mind-
  affecting effects are susceptible to a source-induced addiction.
  Attraction: The creature is compelled to move as fast as
  it can toward the source. On a successful Will save, the crea-
  ture resists the compulsion. On a failed save, the creature
  moves toward the source at its maximum speed, taking the
  safest and most direct route. Once it reaches the source, the
  compelled creature seeks to possess it. If the source isn’t
  something the creature can easily possess, such as music or
  a symbol painted on a brick wall, it gets a new save every
  round to break the compulsion.
  Even creatures immune to mind-affecting effects are
  susceptible to a source-induced attraction.
  Aversion: The creature finds the source repellant. On a
  failed save, the creature cannot approach or remain within
  1d4 × 10 feet of it. In the case of traveling sounds, the crea-
  ture moves away from the source as fast as it can, stopping
  only when it can no longer hear it. On a successful Will save,
  the creature overcomes its aversion and may approach the
  source freely.
  A repelled creature that cannot move the requisite dis-
  tance from the source suffers one or more of the following
  effects (GM’s choice):
  • Creature takes a –2 morale penalty to Strength and
  Dexterity.
  • Creature takes a –2 morale penalty on attack rolls,
  damage rolls, and skill checks.
  • Creature takes a –2 penalty to Defense.
  • Blindness: See Addiction, above.
  • Deafness: See Addiction, above.
  • Creature loses one of its extraordinary, supernatural or
  spell-like special qualities.
  Each effect lasts until the creature leaves the affected
  area and for 1d4 rounds afterward. Even creatures immune
  to mind-affecting effects are susceptible to a source-
  induced aversion.
  Fascination: The creature finds the source fascinating
  and ceases all attacks and movement upon seeing, hearing,
  smelling, or otherwise perceiving it. On a successful Will
  save, the creature negates the fascination and can act nor-
  mally. On a failed Will save, the creature can take no
  actions, and foes gain a +2 bonus on attack rolls against the
  creature. Any time the creature is attacked or takes damage,
  it gets a new save to negate the fascination. Otherwise, the
  fascination lasts as long as the creature can see, hear, smell,
  or otherwise perceive the source.
  Even creatures immune to mind-affecting effects are
  susceptible to a source-induced fascination.
  Fear: The creature is frightened by the source. If it fails its
  Will save, the creature flees from the source as fast as it can.
  If unable to flee, the creature takes a –2 morale penalty on
  attack rolls, weapon damage rolls, and saving throws. On a
  successful save, the creature overcomes the fear and can
  approach the source or otherwise act without penalty.
  Even creatures immune to mind-affecting effects are sus-
  ceptible to a source-induced fear.
  Harm: Contact with the source or proximity to the source
  harms the creature in some fashion. On a successful Forti-
  tude save, the creature negates the effect or, in the case of
  instant death or disintegration, takes damage instead. GMs
  may choose one of the following effects or invent their own:
  • Blindness and deafness: See Addiction, above. The
  blindness and deafness last 1d4 hours.
  • Creature loses all of its supernatural and spell-like
  special qualities.
  • Creature is turned to stone instantly.
  • Creature loses 50% of its current hit points.
  • Creature drops dead. On a successful save, the crea-
  ture takes 3d6+15 points of damage instead.
  • Creature is disintegrated. On a successful save, the
  creature takes 5d6 points of damage instead.
  Even creatures immune to effects that require Fortitude
  saves are susceptible to source-induced harm.
  INTRODUCTION
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  The term “creature” includes run-of-the-mill animals
  (such as the cobra and the leopard), animals long
  thought extinct (such as the plesiosaur and pteradon),
  animals never before encountered (such as the Mongo-
  lian death worm), and intelligent species from other
  worlds or other dimensions (such as the fraal or the
  elohim). Each creature in this chapter has a complete
  entry giving its statistics and description.
  Anyone who has ever been to a zoo or watched nature
  programs on television has at least heard about some of
  the strangest animals on Earth. But the cryptids, xeno-
  forms, and other strange creatures whose existence the
  authorities keep secret from the public could fill a zoo the
  size of Staten Island. Creatures that don’t officially exist
  wander throughout the unsettled places of the Earth, and
  those that occasionally come into contact with humanity
  are but the tip of the xenobiological iceberg. Sometimes,
  humanity runs across such creatures by pure coincidence.
  For the most part, cryptids are intelligent enough to avoid
  humans, but in recent years they have begun to surface
  more frequently, probably because of because of civiliza-
  tion’s relentless expansion into previously undeveloped
  areas. Perhaps the most frightening creatures, though, are
  the ones that deliberately seek out human contact for
  dark reasons of their own—particularly the alien races
  with designs on planetary domination.
  ACID RAINER
  Acid rainers are creatures of elemental air that live in
  Earth’s upper atmosphere. They secrete an extremely
  caustic substance that can eat through flesh and
  vegetable matter in mere seconds.
  Seemingly composed of low-density plasma, an acid
  rainer resembles a gigantic jellyfish. A dozen or more
  long, trailing tendrils hang beneath its massive, hemi-
  spherical body. Because its entire form is translucent,
  the few humans who have actually seen one have been
  unable to describe it accurately, and most have failed to
  recognize it as a creature at all.
  Chapter One
  CREATURES
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  An acid rainer feeds primarily on birds that it captures
  with its tentacles. Because of its great size and strength,
  however, it is quite capable of capturing and swallowing
  humans or other Medium-size creatures as well. 
  When an acid rainer dies, its body usually
  decomposes into harmless air long before it hits
  the ground. In very cold weather, however, a
  large chunk of an acid rainer’s corpse may
  freeze and plummet to earth, where it is usually
  mistaken for an abnormally large hailstone.
  Fortunately for humankind, so few acid
  rainers exist that contact between the
  species is rare. Even though advancing tech-
  nology has made it possible for humans to
  invade the upper atmosphere more and more
  frequently, the translucent bodies of acid rainers
  make them difficult to spot. Most verifiable
  encounters have occurred at lower altitudes,
  either on very high mountaintops, or when
  turbulence in the upper atmosphere (such as a
  windstorm) has forced the creatures closer to
  the ground. During particularly stormy
  weather, suspected encounters have oc-
  curred at elevations as low as the Smokey
  Mountains of North America. Such encounters
  are sporadic, however, since acid rainers have
  no more desire to stay at low altitudes than
  humankind has to keep them there.
  In combat, an acid rainer attacks with its ten-
  tacles, attempting to grab its opponent and haul
  it into the mouth situated in the underside of its
  crown. If pressed by a large group of opponents, the
  creature uses its acid spray ability.
  Species Traits
  Acid Resistance 10 (Ex): An acid rainer ignores the first
  10 points of acid damage from any single attack.
  Acid Spray (Ex): Once every 1d4 rounds, an acid rainer
  can spray out a cloud of caustic mist that fills a 30-foot
  radius spread centered on itself. Each creature within this
  area takes 2d6 points of acid damage, or half damage if a
  Reflex save succeeds (DC 10 + 1/2 the acid rainer’s Hit Dice +
  its Constitution modifier).
  Acid Touch (Ex): An acid rainer’s tentacles are coated
  with a caustic secretion that deals 1d6 points of acid
  damage on a successful hit.
  Elemental: An acid rainer has the traits and immunities
  common to elementals.
  Improved Grab (Ex): To use this ability, the acid rainer
  must hit a single opponent at least one size category
  smaller than itself with two tentacle attacks during the
  same round. If it gets a hold, it automatically deals damage
  for two tentacle attacks (including acid) each round that the
  hold is maintained. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for more information.
  Skill Bonuses: An acid rainer gains a +8 species bonus on
  Hide checks and a +4 species bonus on Move Silently
  checks.
  Acid Rainer: CR 8; Huge elemental (air); HD 8d8+40; hp 76;
  Mas —; Init –2; Spd 5 ft., fly 40 ft. (average); Defense 10,
  touch 6, flat-footed 10 (–2 size, –2 Dex, +4 natural); BAB +6;
  Grap +19; Atk +9 melee (1d4+5 plus 1d6 acid, tentacle); Full
  Atk +9 melee (1d4+5 plus 1d6 acid, 6 tentacles) or +2 ranged;
  FS 15 ft. by 15 ft.; Reach 20 ft. with tentacles; SQ acid resist-
  ance 10, acid spray (DC 19), acid touch, darkvision 60 ft., ele-
  mental, improved grab; AL none; SV Fort +7, Ref +4, Will +2;
  AP 0; Rep +0; Str 20, Dex 7, Con 20, Int 6, Wis 11, Cha 11.
  Skills: Hide +6, Listen +6, Move Silently +8, Spot +6.
  Feats: Power Attack.
  Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan);
  25–31 HD (Colossal).
  Advanced Acid Rainer: CR 11; Gargantuan elemental (air);
  HD 20d8+140; hp 230; Mas —; Init –2; Spd 5 ft., fly 40 ft.
  (average); Defense 12, touch 4, flat-footed 12 (–4 size, –2
  Dex, +8 natural); BAB +15; Grap +36; Atk +20 melee (1d8+9
  plus 1d6 acid, tentacle); Full Atk +20 melee (1d8+9 plus 1d6
  acid, 6 tentacles) or +9 ranged; FS 20 ft. by 20 ft.; Reach 25 ft.
  with tentacles; SQ acid resistance 10, acid spray (DC 27), acid
  touch, darkvision 60 ft., elemental, improved grab; AL none;
  SV Fort +13, Ref +12, Will +6; AP 0; Rep +0; Str 28, Dex 7,
  Con 24, Int 6, Wis 11, Cha 11.
  Skills: Hide +11, Listen +12, Move Silently +16, Spot +12.
  Feats: Combat Reflexes, Lightning Reflexes, Power
  Attack, Stealthy.
  CREATURES
  13
  LF
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  14
  ALIEN PROBE
  Some of the first explorations of Earth by the fraal (see the
  “Fraal” entry later in this chapter) in the 20th century took
  place via remote control. Employing small, sophisticated,
  light constructs as probes, the grays surreptitiously col-
  lected data about Earth, its inhabitants, and its defenses.
  An alien probe in flight looks like an erratically moving
  light in the sky or a hovering ball of fire. Because of its abil-
  ity to become invisible at will, actual sightings are rare. The
  most famous sightings occurred during World War II, when
  several alien probes followed aircraft during missions, dodg-
  ing in and out of air engagements. Pilots and crews who saw
  the probes over and over eventually developed a nickname
  for them—foo fighters.
  Alien probes are also responsible for the phenomena
  known as crop circles. Using their psionic telekinesis ability,
  the probes sometimes carve patterns into fields as mes-
  sages to the base ships that monitor them. Such symbols
  can have a variety of meanings, but they usually convey
  some sort of time-sensitive information about the locale
  that could not wait until the probe was due to return to
  base. The technique is quite similar to those that human
  hunters and trappers once used to convey information—
  marking trees and stones to tell others
  what kind of game or resources were available in an area.
  The difference is that the markings left by alien probes can
  be seen from extremely high altitudes.
  Alien probes are highly intelligent, so they can operate
  with a high degree of autonomy. An individual probe can act
  on a staggeringly complex series of instructions for weeks at
  a time. In the rare cases when probes are spotted, they
  sometimes respond to attempts at communication, often
  by perfectly duplicating sequences of flashing lights.
  An alien probe can move at mind-boggling speed, easily
  keeping pace with automobiles or even effortlessly tagging
  along with supersonic jet aircraft. It can also travel short dis-
  tances through solid matter by some means as yet not under-
  stood by human science. (Probes frequently use this latter
  ability to carry out abductions on behalf of their creators.)
  Alien probes are not designed to fight, though they can
  defend themselves adequately. If threatened, a probe typi-
  cally uses its dimension door ability to flee. If unable to do
  so, it attacks with its shock attack or its psionic abilities.
  Species Traits
  Actinic Light (Sp): As an attack action, an alien probe can
  produce an extremely bright, blue-white light in a 60-foot
  cone. This light is not so much an attack form as a side effect
  of the means by which the creature gathers data. Neverthe-
  less, exposure to the effect can cause mild dis-
  comfort or even harm to carbon-based life
  forms. Each creature within the area of the
  light takes 1d4 points of fire damage and is
  nauseated for 1d4 rounds; a successful Reflex
  save (DC 10 + 1/2 the alien probe’s Hit Dice + its
  Charisma modifier) halves the damage and
  negates the nauseating effect. A creature that
  fails the saving throw by 5 or more is also para-
  lyzed until removed from the area. A creature
  that fails the save by 10 or more experiences
  such severe swelling of the flesh that it is blinded
  as well as paralyzed. The paralysis and blindness
  last for 2d4 days, or until the victim receives
  medical attention (Treat Injury DC 15).
  Construct: An alien probe has the traits and
  immunities common to constructs.
  Invisibility (Su): As a free action, an alien
  probe can become invisible by shifting its light
  display to a wavelength beyond other creatures’
  ability to perceive. This ability is usable at will, and
  the effect lasts until dismissed (also a free action).
  Psionics (Sp): At will—brain lock, daze, detect
  psionics, tailor memory, telekinesis. Manifester
  level 10th; save DC 10 + alien probe’s key ability
  modifier + power level.
  Dimension Door (Sp): As an attack action, an
  alien probe can psionically transfer itself plus up to
  300 pounds of additional material and/or creatures
  up to 600 feet; creatures can resist with a successful
  Will save (DC 10 + 1/2 the alien probe’s Hit Dice +
  its Charisma modifier). The probe must be in
  physical contact with the materials or crea-
  tures that it wishes to transfer. This ability is
  usable at will.
  LF
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  15
  Shock (Ex): With a successful ranged touch attack, an
  alien probe can deal 2d6 points of electricity damage.
  Supersonic Speed (Ex): At will, an alien probe can shift
  into an accelerated mode of travel that exceeds supersonic
  speed. Its fly speed changes to 4,000 feet (good). It can
  maintain this increased speed for up to 6 hours per day,
  though it need not use the entire duration at once.
  Alien Probe: CR 5; Small construct; HD 6d10+5; hp 38;
  Mas —; Init +9; Spd fly 400 ft. (perfect); Defense 20, touch
  20, flat-footed 11 (+1 size, +9 Dex); BAB +4; Grap +3; Atk +14
  ranged touch (2d6 electricity, shock); Full Atk +14 ranged
  touch (2d6 electricity, shock); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  actinic light (DC 14), construct, darkvision 60 ft., dimen-
  sion door (DC 14), invisibility, psionics, shock, supersonic
  speed; AL creator; SV Fort +2, Ref +11, Will +5; AP 0; Rep +0;
  Str 1, Dex 28, Con —, Int 15, Wis 16, Cha 12.
  Skills: Listen +12, Spot +12.
  Feats: None.
  Advancement: None.
  ANACONDA, GIANT
  Common anacondas have been known to eat human beings,
  but such instances are exceedingly rare. Even a common
  anaconda of great size poses little threat to an alert and
  mobile person, but the giant anaconda is another matter.
  A giant anaconda is an immense snake with a head the
  size of a rowboat. It has a muscular but lithe body and jaws
  that support large fangs.
  A giant anaconda can devour an alligator as swiftly as a
  common anaconda can swallow a mouse. Sightings of
  these monsters are thankfully rare, though human
  disappearances are common in and around the
  swamps where they dwell.
  Species Traits
  Constrict (Ex): A giant anaconda deals
  1d6+16 points of bludgeoning damage with a
  successful grapple check against a target at
  least one size category smaller than itself.
  Improved Grab (Ex): To use this ability,
  the giant anaconda must hit an oppo-
  nent at least one size category
  smaller than itself with either a
  bite or a tail slap attack. If it
  gets a hold, it automatically
  deals bite or tail slap damage
  each round that the hold is
  maintained, and it can con-
  strict in the same round and
  attempt to swallow in the next
  round. If the giant anaconda
  wishes, it can continue to
  attack with its tail or its bite
  (not both) while it grapples
  with its body, but it takes a
  –20 penalty on all grapple
  checks if it does so. See Spe-
  cial Qualities in Chapter
  Eight: Friends and Foes in the d20 Modern Roleplaying
  Game for more information.
  Scent (Ex): This ability allows a giant anaconda to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Skill Bonuses: A giant anaconda gains a +8 species bonus
  on Balance, Climb, and Swim checks and a +4 species bonus
  on Hide, Listen, and Spot checks.
  Swallow Whole (Ex): If a giant anaconda begins its turn
  with an opponent one or more size categories smaller than
  itself held in its mouth, it can attempt a new grapple check
  as though trying to pin the opponent. If it succeeds, it swal-
  lows its opponent, automatically dealing bite damage. Once
  inside the giant anaconda, the opponent takes bludgeoning
  damage equal to the anaconda’s tail slap attack plus 1d6
  points of acid damage per round from the monster’s stom-
  ach. A successful grapple check allows the swallowed crea-
  ture to climb out of the stomach and return to the giant
  anaconda’s maw, where another successful grapple check is
  needed to get free. Alternatively, the swallowed creature can
  attack from inside the stomach using claws or a Small or Tiny
  slashing weapon. Dealing at least 30 points of damage to the
  stomach (Defense 18) in this way creates an opening large
  enough to permit escape. Once a single swallowed creature
  exits, muscular action closes the hole; thus, another swal-
  lowed creature must cut its own way out. A Huge giant ana-
  conda’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32
  Tiny, or 128 Diminutive or smaller opponents.
  KM
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  Giant Anaconda: CR 9; Huge animal; HD 12d8+60; hp 114;
  Mas 21; Init +1; Spd 20 ft., climb 20 ft., swim 40 ft.; Defense 16,
  touch 9, flat-footed 15 (–2 size, +1 Dex, +7 natural); BAB +9;
  Grap +28; Atk +18 melee (1d6+11, tail slap); Full Atk +18 melee
  (1d6+11, tail slap) and +13 melee (2d6+5, bite); FS 15 ft. by 15 ft.;
  Reach 10 ft; SQ constrict (1d6+16), improved grab, low-light
  vision, scent, swallow whole; AL none; SV Fort +13, Ref +9,
  Will +5; AP 0; Rep +0; Str 32, Dex 13, Con 21, Int 1, Wis 12, Cha 2.
  Skills: Balance +9, Climb +19, Hide +12, Listen +5, Spot +5,
  Swim +19.
  Feats: None.
  Advancement: 13–23 HD (Huge); 24–36 HD (Gargantuan).
  Advanced Giant Anaconda: CR 15; Gargantuan animal; HD
  30d8+210; hp 345; Mas 25; Init +1; Spd 20 ft., climb 20 ft.,
  swim 40 ft.; Defense 18, touch 7, flat-footed 17 (–4 size, +1
  Dex, +11 natural); BAB +22; Grap +49; Atk +33 melee (1d8+15,
  tail slap); Full Atk +33 melee (1d8+15, tail slap) and +28 melee
  (2d8+7, bite); FS 20 ft. by 20 ft.; Reach 15 ft; SQ constrict
  (1d8+22), improved grab, low-light vision, scent, swallow
  whole; AL none; SV Fort +24, Ref +18, Will +11; AP 0; Rep +0;
  Str 40, Dex 13, Con 25, Int 1, Wis 12, Cha 2.
  Skills: Balance +9, Climb +23, Hide +8, Listen +5, Spot +5,
  Swim +23.
  Feats: None.
  ANIMATED OBJECT
  Animated objects are magically powered con-
  structs that follow the orders of their creators as
  well as they possibly can, never arguing or asking
  questions. Animated objects typically make excel-
  lent sentries, since they never need to eat or sleep.
  An animated object resembles whatever it was before
  animation—a candlestick, weapon, vehicle, house, man-
  nequin, or any other object. However, its form has a
  certain fluidity and may appear bendable.
  An animated object attacks by slamming
  opponents with any appendages it possesses.
  Species Traits
  Blind (Ex): A sheetlike animated object (such
  as a carpet or a drape) can use this ability
  against an opponent up to three size categories
  larger than itself. The animated object makes a
  normal grapple check. If it gets a hold, it wraps
  itself around the opponent’s head, blinding that
  creature until removed. The blinded creature cannot
  make Search, Spot, or Survival checks to track, and it takes
  a –6 circumstance penalty on all other checks related to
  perception (such as Listen).
  Constrict (Ex): A flexible animated object (such as a rope
  or chain) deals automatic slam damage with a successful
  grapple check against a target up to one size category larger
  than itself.
  A Large or larger animated object (flexible or not) can
  make constrict attacks against multiple creatures at once.
  Each of the targets of such an attack must be at least two
  size categories smaller than the animated object and able to
  fit underneath it.
  Construct: An animated object has the traits and immu-
  nities common to constructs.
  Hardness (Ex): An animated object has the same hard-
  ness it had before it was animated (see Attack an Object on
  page 149 of the d20 Modern Roleplaying Game).
  Improved Speed (Ex): The base speeds given in the sta-
  tistics blocks below assume that the animated objects lurch,
  rock, or slither along the ground. An object with two legs (a
  statue or a ladder, for example) or some other feature that
  allows faster movement has a bonus of +10 feet to its speed.
  An object with multiple legs (such as a table, chair, or statue
  of a quadrupedal creature) has a bonus of +20 feet, and a
  wheeled object has a bonus of +40 feet.
  Certain objects might also have other modes of move-
  ment. A wooden object can float, so it has a swim speed
  equal to one-half its land speed. A rope or similar sinuous
  object has a climb speed equal to one-half its land speed. A
  sheetlike object can fly (clumsy maneuverability) at one-half
  its land speed.
  Trample (Ex): As a standard action during its turn each
  round, a Large or larger animated object with a hardness of
  at least 10 can trample opponents at least two size cate-
  gories smaller than itself. This attack deals bludgeoning
  damage equal to the object’s slam damage plus 1.5 times its
  Strength modifier. A trampled opponent can attempt
  either an attack of opportunity at a –4 penalty or a Reflex
  16
  CREATURES
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  17
  save (DC 10 + 1/2 object’s HD + object’s Strength bonus) for
  half damage.
  Tiny Animated Object: CR 1/2; Tiny construct; HD 1/2 d10;
  hp 2; Mas —; Init +2; Spd 30 ft.; Defense 14, touch 14, flat-
  footed 12 (+2 size, +2 Dex); BAB +0; Grap –9; Atk +1 melee
  (1d3–1, slam); Full Atk +1 melee (1d3–1, slam) or +4 ranged; FS
  2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ by object, construct,
  darkvision 60 ft.; AL none; SV Fort +0, Ref +2, Will –5; AP 0;
  Rep +0; Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Small Animated Object: CR 1; Small construct; HD 1d10+5;
  hp 10; Mas —; Init +1; Spd 30 ft.; Defense 14, touch 12, flat-
  footed 13 (+1 size, +1 Dex, +2 natural); BAB +0; Grap –4; Atk +1
  melee (1d4, slam); Full Atk +1 melee (1d4, slam) or +2 ranged;
  FS 5 ft. by 5 ft.; Reach 5 ft.; SQ by object, construct, darkvi-
  sion 60 ft.; AL none; SV Fort +0, Ref +1, Will –5; AP 0; Rep +0;
  Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Medium-size Animated Object: CR 2; Medium-size con-
  struct; HD 2d10+10; hp 21; Mas —; Init +0; Spd 30 ft.; Defense
  14, touch 10, flat-footed 14 (+4 natural); BAB +1; Grap +2; Atk
  +2 melee (1d6+1, slam); Full Atk +2 melee (1d6+1, slam) or +1
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ by object, construct,
  darkvision 60 ft.; AL none; SV Fort +0, Ref +0, Will –5; AP 0;
  Rep +0; Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Large Animated Object: CR 3; Large construct; HD
  4d10+20; hp 42; Mas —; Init +0; Spd 30 ft.; Defense 14, touch
  9, flat-footed 14 (–1 size, +5 natural); BAB +3; Grap +10; Atk +5
  melee (1d8+4, slam); Full Atk +5 melee (1d8+4, slam) or +2
  ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ by object, con-
  struct, darkvision 60 ft.; AL none; SV Fort +1, Ref +1, Will –4;
  AP 0; Rep +0; Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Huge Animated Object: CR 5; Huge construct; HD 8d10+40;
  hp 84; Mas —; Init –1; Spd 30 ft.; Defense 13, touch 7, flat-
  footed 13 (–2 size, –1 Dex, +6 natural); BAB +6; Grap +19; Atk
  +9 melee (2d6+7, slam); Full Atk +9 melee (2d6+7, slam) or +3
  ranged; FS 15 ft. by 15 ft.; Reach 10 ft.; SQ by object, con-
  struct, darkvision 60 ft.; AL none; SV Fort +2, Ref +1, Will –3;
  AP 0; Rep +0; Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Gargantuan Animated Object: CR 7; Gargantuan con-
  struct; HD 16d10+80; hp 168; Mas —; Init –2; Spd 30 ft.;
  Defense 12, touch 4, flat-footed 12 (–4 size, –2 Dex, +8 nat-
  ural); BAB +12; Grap +31; Atk +15 melee (2d8+10, slam); Full Atk
  +15 melee (2d8+10, slam) or +6 ranged; FS 20 ft. by 20 ft.;
  Reach 15 ft.; SQ by object, construct, darkvision 60 ft.; AL
  none; SV Fort +5, Ref +3, Will +0; AP 0; Rep +0; Str 24, Dex 6,
  Con —, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  Colossal Animated Object: CR 10; Colossal construct; HD
  32d10+120; hp 296; Mas —; Init –3; Spd 30 ft.; Defense 11,
  touch –1, flat-footed 11 (–8 size, –3 Dex, +12 natural);
  BAB +24; Grap +49; Atk +25 melee (4d6+13, slam); Full Atk +25
  melee (4d6+13, slam) or +13 ranged; FS 30 ft. by 30 ft.; Reach
  15 ft.; SQ by object, construct, darkvision 60 ft.; AL none; SV
  Fort +10, Ref +7, Will +5; AP 0; Rep +0; Str 28, Dex 4, Con —,
  Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: None.
  BOAR (WILD PIG)
  The wild boar is an aggressive swine that originated in
  Europe and spread to northern Africa and Asia. These crea-
  tures have also been introduced into roughly half of the
  United States, as well as portions of South America. Boars
  are still hunted in parts of Europe and India.
  A wild boar’s hide is covered with short, woolly, grayish-
  black hair. Along the spine, hair mixes with stiffer bristles to
  form a sort of mane. The average adult boar stands 3 feet
  high at the shoulder and measures roughly 4 feet long. Its
  formidable tusks protrude from its lower jaw and can grow
  up to 12 inches long.
  Wild boars are mostly herbivorous, feeding on grains,
  grasses, and fruit, as well as roots that they dig out of the
  ground with their tusks. Sometimes, however, they kill and
  eat tiny animals, such as mice, rats, frogs, birds, worms, and
  insects. Boars travel in family groups, usually foraging in wild
  forests in temperate areas. Because of their unusually sharp
  sense of smell, they can generally detect interlopers and
  avoid them. A surprised boar always attacks to give the rest
  of the herd time to escape.
  Wild boars are known for their ferocity. In the Middle
  Ages, the sport of boar hunting was quite popular, though
  the creature’s deadly tusk attacks often made it extremely
  dangerous for the hunters.
  Species Traits
  Ferocity (Ex): A boar is so fiercely aggressive in combat
  that it continues fighting even when disabled or dying. See
  page 141 in the d20 Modern Roleplaying Game for expla-
  nations of disabled and dying.
  Scent (Ex): This ability allows a boar to detect approach-
  ing enemies, sniff out hidden foes, and track by sense of
  smell. See Special Qualities in Chapter Eight: Friends and
  Foes in the d20 Modern Roleplaying Game for details.
  CREATURES
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  Boar (Wild Pig): CR 3; Medium-size animal; HD 3d8+9;
  hp 22; Mas 17; Init +0; Spd 40 ft.; Defense 16, touch 10, flat-
  footed 16 (+6 natural); BAB +2; Grap +4; Atk +4 melee
  (1d8+3, gore); Full Atk +4 melee (1d8+3, gore); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ ferocity, low-light vision, scent; AL none; SV
  Fort +6, Ref +3, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con 17,
  Int 2, Wis 13, Cha 4.
  Skills: Listen +7, Spot +5.
  Feats: None.
  Advancement: 4–5 HD (Medium-size).
  BODAK
  The fraal, or grays, occasionally come into conflict with true
  evil, just as humans do. A fraal slain by a force of evil
  becomes a bodak—a kind of malicious undead alien.
  A bodak looks like a gnarled version of a gray, with its
  face twisted into a fixed expression of horror mingled with
  madness. Its formerly large, dark eyes have turned milky-
  white, and its skin has turned from pale gray to a darker,
  more ashen shade.
  Bodaks pursue agendas that seem to mirror those of the
  grays in some dark way. Bodaks lurk in dark places, often
  near human settlements. At night, they emerge from their
  hiding places and attempt to carry off humans in some dia-
  bolical parody of the abductions they carried out in life. The
  major difference is that humans generally don’t survive the
  crude experiments to which the bodaks subject them.
  Fortunately for humankind, bodaks are far more common
  aboard gray city-ships than they are on Earth. Few of these
  creatures actually manage to move from the city-ships to
  Earth; most of the bodaks found on the planet came into
  being when grays died at the hands of evil creatures while
  on missions for their people. In fact, encounters with
  bodaks are often followed by lights in the sky and visita-
  tions by grays in search of their lost companions.
  Bodaks fight with their fists and their gaze attacks. They
  never speak, but they can understand Fraal.
  Species Traits
  Acid and Fire Resistance 20 (Ex): A bodak ignores the
  first 20 points of acid or fire damage from any single attack.
  Damage Reduction 15/+1 (Su): A bodak ignores the first
  15 points of damage dealt by any nonmagical weapon. In
  campaigns without magic weapons, the GM can either dis-
  regard the bodak’s damage reduction or apply it only to cer-
  tain types of weapons (ballistic, bludgeoning, piercing,
  slashing, or sonic/concussion).
  Death Gaze (Su): Any creature within 30 feet of a
  bodak that meets its gaze must succeed at a Forti-
  tude save (DC 10 + 1/2 the bodak’s Hit Dice + its
  Charisma modifier) or die instantly. This ability is
  usable at will.
  Electricity Immunity (Ex): A bodak is
  immune to electricity damage.
  Flashbacks (Ex): Occasionally, a bodak
  sees something that reminds it of its past
  life. At the start of every encounter,
  there is a 5% chance that a bodak
  notices something about an opponent
  (randomly determined if more than one
  opponent is present) that triggers its
  memory of the past. When such a flash-
  back occurs, the bodak takes no actions
  for 1 round, though it can defend itself
  normally. Thereafter, it takes a –2 morale
  penalty on all attack rolls directed at that
  opponent for the remainder of the combat.
  Languages: A bodak does not speak, but it can read,
  write, and understand Fraal.
  Sunlight Vulnerability (Ex): The merest touch of sun-
  light sears a bodak’s tainted alien flesh. Each round of expo-
  sure to the direct rays of the sun deals 1 point of damage to
  the creature.
  Undead: A bodak has the traits and immunities common
  to undead.
  Bodak: CR 10; Small undead; HD 9d12; hp 58; Mas
  —; Init +6; Spd 20 ft.; Defense 16, touch 13,
  flat-footed 14 (+1 size, +2 Dex, +3
  natural); BAB +4; Grap +1; Atk
  DO
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  19
  +7 melee (1d4+1, slam); Full Atk +7 melee (1d4+1, slam); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ acid and fire resistance 20, damage
  reduction 15/silver, death gaze (DC 15), electricity immunity,
  flashbacks, sunlight vulnerability, undead; AL evil; SV Fort +3,
  Ref +5, Will +7; AP 0; Rep +0; Str 13, Dex 15, Con —, Int 6,
  Wis 12, Cha 12.
  Skills: Hide +11, Listen +9, Move Silently +11, Spot +9.
  Feats: Dodge, Improved Initiative.
  Advancement: 10–18 HD (Medium-size); 19–27 HD
  (Large).
  Advanced Bodak: CR 11; Medium-size undead; HD 12d12; hp
  78; Mas —; Init +6; Spd 20 ft.; Defense 14, touch 11, flat-
  footed 13 (+1 Dex, +3 natural); BAB +6; Grap +9; Atk +9 melee
  (1d6+3, slam); Full Atk +9 melee (1d6+3, slam) or +7 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ acid and fire resistance 20,
  damage reduction 15/silver, death gaze (DC 17), electricity
  immunity, flashbacks, sunlight vulnerability, undead; AL evil;
  SV Fort +4, Ref +5, Will +9; AP 0; Rep +0; Str 17, Dex 13,
  Con —, Int 6, Wis 12, Cha 12.
  Skills: Hide +12, Listen +11, Move Silently +12, Spot +11.
  Feats: Dodge, Improved Initiative.
  BOGEYMAN (TEMPLATE)
  Tales of blade-wielding bogeymen who stalk and slaughter
  isolated youths have been part of the world’s culture for
  hundreds of years. From urban legends about “the hook on
  the door handle” to the lunatics of countless slasher
  films, these tales reflect humankind’s subconscious fear of
  supernatural retribution for youthful indiscretions.
  Despite the fanciful nature of such tales, the bogeyman is
  decidedly real. A grim, purposeful figure bent on punishing
  the wicked, this creature haunts the dark woods and back
  alleys where people gather to pursue illicit activities. When
  they have completed their lascivious and immoral acts, the
  bogeyman emerges from hiding to slaughter them, one by
  one, in a gruesome and horrible fashion. The creature usu-
  ally leaves the lifeless bodies of its victims grotesquely dis-
  played to warn others that a similar fate awaits them. Most
  terrifying is the fact that a bogeyman is extremely difficult
  to kill. Such creatures have been known to survive explo-
  sions, electrocution, immersion in freezing water, and even
  baths in hydrochloric acid.
  A bogeyman begins life as a humanoid that feels a cer-
  tain moral superiority over others. At some point, it
  becomes consumed with a kind of diabolical might that
  enables it to exact righteous vengeance according to its
  own twisted agenda. A bogeyman most often seeks out
  underage drinkers, recreational drug users, or people who
  engage in premarital sex for victims.
  A bogeyman looks the same as it did when it was a
  normal humanoid, except for a maniacal gleam in its eyes.
  Some bogeymen affect unusual clothing, masks, or other
  accoutrements in keeping with their combat style and
  need for anonymity.
  A bogeyman attacks with slashing weapons and is fear-
  less in combat. No threat to its life holds it back from its
  self-appointed, grisly tasks.
  Template Traits
  “Bogeyman” is an acquired template that can be added to
  any corporeal humanoid (referred to hereafter as the “base
  creature”). The creature retains its humanoid type. It uses all
  the base creature’s statistics and special abilities except as
  noted here.
  Challenge Rating: Same as base creature +1.
  Defense: The base creature’s natural armor bonus
  improves by +3.
  Special Qualities: A bogeyman retains all the special
  qualities of the base creature and gains the additional spe-
  cial qualities described below.
  Death’s Door (Su): A bogeyman appears to die if
  reduced to –10 hit points. However, unless it is reduced to
  its negative Constitution score in hit points, its “death” is
  only temporary; when the bogeyman’s fast healing ability
  (see below) brings its hit point total to 1 or higher, it springs
  back to life.
  Fast Healing 5 (Su): A bogeyman heals 5 points of
  damage per round until it is reduced to its negative Con-
  stitution score, at which point it dies. This ability does not
  enable the bogeyman to regrow or reattach severed
  body parts.
  DO
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  Immunities (Ex): A bogeyman is immune to disease,
  mind-affecting effects, necromantic effects, paralysis,
  poison, and sleep. It is not subject to nonlethal damage.
  Allegiances: Previous allegiances are lost; Replaced by an
  allegiance to evil. Changed allegiances might cause the loss
  of particular class abilities (see Allegiances on page 37 of the
  d20 Modern Roleplaying Game).
  Saves: Same as the base creature, modified by new
  ability scores.
  Ability Scores: A bogeyman gains the following ability
  score increases: Str +2, Con +4. A bogeyman must have a
  minimum Constitution score of 11.
  Languages: A bogeyman rarely speaks, but it can read,
  write, and understand whatever languages the base creature
  could.
  Feats: A bogeyman gains Great Fortitude and Improved
  Damage Threshold as bonus feats, assuming that it meets
  the prerequisites and the base creature did not already have
  those feats. A human bogeyman keeps the extra feat it
  gained as a 1st-level human character.
  Advancement: By character class.
  Bogeyman Tough Hero 9: CR 10; Medium-size humanoid;
  HD 9d10+63; hp 112; Mas 33; Init +1; Spd 30 ft.; Defense 19,
  touch 11, flat-footed 18 (+1 Dex, +3 natural, +5 class); BAB +6;
  Grap +9; Atk +11 melee (1d8+3 nonlethal, unarmed strike); Full
  Atk +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee
  (by weapon) or +7 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  death’s door, fast healing 5, immunities; AL evil; SV Fort +13,
  Ref +4, Will +5; AP 5; Rep +3; Str 16, Dex 12, Con 24, Int 11,
  Wis 14, Cha 12.
  Occupation: Law Enforcement.
  Skills: Hide +7, Intimidate +13, Listen +8, Move Silently +4,
  Read/Write English, Speak English.
  Feats: Archaic Weapons Proficiency, Armor Proficiency
  (light), Blind-Fight, Brawl, Endurance, Great Fortitude,
  Improved Brawl, Improved Damage Threshold (×3), Power
  Attack, Simple Weapons Proficiency Sunder.
  Talents: Damage reduction 1/—, robust, stamina.
  Possessions: Variety of slashing weapons.
  CAT FOLK
  Cat folk are sleek and dangerous humanoids that prowl
  the cities of humankind. These vain, arrogant creatures
  consider themselves far superior to the hairless apes that
  claim to rule the world. Though cat folk have integrated
  fully into human society, most have found their way into
  its seedier side. These creatures are often found running
  prostitution rings, setting up drug distribution networks,
  or dealing in illicit goods. They prefer to surround them-
  selves with weak-willed humans whom they can coerce
  into performing most of their dirty work. Humans who ally
  with or work for these creatures walk a dangerous
  tightrope—cat folk can be extremely capricious, switching
  from generous benefactors to murderers over the tiniest
  slights. Cat folk prefer to live in luxury and tend to covet
  wealth and power.
  In its natural form, a cat folk is an attractive biped stand-
  ing approximately 6 feet tall and weighing about 120
  pounds. Its face and body are humanlike except for several
  distinctly feline features: a short muzzle, whiskers, vertical
  pupils, a long, graceful tail, and legs shaped like those of
  big cats. Its body is covered in soft fur—usually black,
  although almost any shade is possible. If desired, a cat
  folk can assume the form of a normal (albeit a bit large)
  house cat with fur the same color as it has in its normal
  form. The creature most often takes cat form to hide or run
  from attackers.
  Whatever its form, the mere presence of a cat folk evokes
  irrational fear in normal felines, usually causing them to flee.
  For its part, a cat folk is highly disdainful of normal cats, and
  it attempts to kill any that dare to enter its territory.
  Cat folk can attack with either weapons or claws. Against
  humanoid opponents, a cat folk prefers to use its gaze
  attack to gain time for either drawing a weapon or escaping.
  Species Traits
  Alternate Form (Su): As an attack or move action, a cat
  folk can assume the form of a normal-sized cat or revert to
  its natural form. In cat form, the creature has the same phys-
  ical statistics and attributes as a normal cat (see page 232 in
  the d20 Modern Roleplaying Game) but retains its
  normal Intelligence, Wisdom, and Charisma scores, as well
  as its normal hit points. A cat folk can remain in either form
  indefinitely.
  Automatic Languages: A cat folk reads, writes, and
  speaks Cat Folk. It can also speak the language of other
  felines (cats, panthers, tigers, and the like).
  Bonus Feats: A cat folk receives Alertness as a bonus
  feat.
  Claws (Ex): A cat folk has retractable claws that function
  as natural weapons. Each claw deals 1d4 points of slashing
  damage (plus the creature’s Strength bonus) and threatens a
  critical hit on a natural 20.
  Feline Aversion (Ex): Any normal feline (such as a pan-
  ther, a lion, a housecat, or even a feline moreau) that can
  smell or see a cat folk must make a successful Will save (DC
  10 + 1/2 the cat folk’s Hit Dice + its Charisma modifier) or
  flee in fear. A successful save means the feline is shaken but
  does not flee. In either case, the feline attacks the cat folk
  only if cornered. A cat folk is immune to its own feline aver-
  sion effect and to those of other cat folk.
  Mesmerizing Gaze (Su): Any mammalian creature within
  30 feet of a cat folk that meets its gaze must make a suc-
  cessful Will save (DC 10 + 1/2 the cat folk’s Hit Dice + its
  Charisma modifier) or be dazed (see page 140 in the d20
  Modern Roleplaying Game).
  Scent (Ex): This ability allows a cat folk, regardless of its
  form, to detect approaching enemies, sniff out hidden foes,
  and track by sense of smell. See Special Qualities in Chapter
  Eight: Friends and Foes in the d20 Modern Roleplaying
  Game for details)
  Slow Fall (Ex): A cat folk ignores falling damage from
  heights of 30 feet or less. When falling from a greater height,
  it can attempt a Reflex save (DC 15) to halve the damage.
  Cat Folk: CR 2; Medium-size monstrous humanoid; HD
  2d8–2; hp 7; Mas 9; Init +7; Spd 30 ft.; Defense 14, touch 13,
  flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +2; Atk +2
  CREATURES
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  melee (1d4+1, 2 claws); Full Atk +2 melee (1d4+1, 2 claws) or
  +6 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  alternate form, claws, feline aversion (DC 14), mesmerizing
  gaze (DC 14), scent; AL evil; SV Fort –1, Ref +6, Will +5; AP 0;
  Rep +0; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16.
  Skills: Balance +8, Hide +8, Listen +7, Read/Write Cat
  Folk, Read/Write English, Speak Cat Folk, Speak English,
  Spot +7, Tumble +7.
  Feats: Alertness, Improved Initiative, Personal Firearms
  Proficiency, Simple Weapons Proficiency.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  ammunition, concealed carry holster, formal outfit.
  Advancement: By character class.
  Cat Folk Fast Hero 1/Charismatic Hero 2: CR 5; Medium-
  size monstrous humanoid; HD 2d8–2 plus 1d6–2 plus 2d6–2;
  hp 15; Mas 9; Init +7; Spd 30 ft.; Defense 19, touch 18, flat-
  footed 16 (+3 Dex, +1 natural, +5 class); BAB +3; Grap +3;
  Atk +3 melee (1d4+1, claws); Full Atk +3 melee (1d4+1,
  claws) or +7 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ alternate form, claws, feline aversion
  (DC 15), mesmerizing gaze (DC 15), scent; AL evil; SV
  Fort +1, Ref +10, Will +5; AP 1; Rep +2; Str 10, Dex 16,
  Con 9, Int 12, Wis 14, Cha 16.
  Skills: Balance +10, Bluff +6, Disguise +8, Gather Infor-
  mation +7, Hide +11, Knowledge (behavioral science)
  +5, Knowledge (streetwise) +5, Listen +10, Read/
  Write English, Read/Write Cat Folk, Speak English,
  Speak Cat Folk, Spot +10, Tumble +8.
  Feats: Alertness, Dodge, Improved Initiative, Per-
  sonal Firearms Proficiency, Simple Weapons Pro-
  ficiency.
  Talents (Fast Hero): Evasion.
  Talents (Charismatic Hero): Charm.
  Possessions: Glock 17 (9mm autoloader),
  50 rounds of ammunition, formal outfit, con-
  cealed carry holster, cell phone.
  CHARRED ONE
  A charred one is the restless and vengeful spirit of a person
  who was burned alive, either through the willful or careless
  act of another or through fire from an infernal source. A
  charred one exists only to burn the living and exact revenge
  on those it holds responsible for its death. Its intellect has
  been replaced by a feral cunning and an insane desire to
  burn everything around it. 
  A charred one resembles a human being that has been
  burned to a blackened husk. Its glowing-red eyes glitter with
  hatred and malice. 
  A charred one speaks one language that it knew in life. Its
  voice sounds like crackling flames.
  Despite its solid appearance, a charred one has no physi-
  cal form and can glide through solid objects. It gives off a
  shimmering, intense heat that can ignite flammable objects
  it touches. In combat, a charred one uses its incorporeal
  touch attack to set opponents afire.
  21
  CREATURES
  JA
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  Species Traits
  Fire Subtype: A charred one is immune to fire damage. It
  takes 50% more damage from cold.
  Heat (Su): The intense heat generated by a charred one’s
  body deals 2d10 points of fire damage to anything it
  touches. This heat is usually enough to melt nonmagical
  weapons, but a magic weapon subjected to this effect
  receives a Fortitude save (DC 10 + 1/2 the charred one’s Hit
  Dice + its Charisma modifier). Flammable items, such as
  clothing, wood, or paper, are automatically ignited by the
  touch of a charred one (see Catching on Fire, page 213 in the
  d20 Modern Roleplaying Game).
  Incorporeal Subtype: A charred one has no physical
  form and can be harmed only by other incorporeal crea-
  tures, +1 or better magic weapons, or magic, though it has a
  50% chance to ignore any damage from a corporeal source.
  The charred one can pass through solid objects at will, and
  its own attacks pass through armor. The charred one moves
  in complete silence and cannot be heard at all.
  Locate Killer (Su): If the charred one was created as the
  result of arson or careless use of fire, it gains the ability to
  hunt down the perpetrator. This ability is similar to the
  effect of a locate object spell (as if cast by a 5th-level
  Acolyte), but the creature can locate only the creature
  responsible for its death. A charred one can use this ability
  once per day.
  Undead: A charred one has the traits and immunities
  common to undead.
  Charred One: CR 3; Medium-size undead (fire, incorporeal);
  HD 5d12; hp 32; Mas —; Init +1; Spd fly 30 ft.; Defense 12,
  touch 12, flat-footed 11 (+1 Dex, +1 deflection); BAB +2;
  Grap —; Atk +4 melee (2d10 fire, incorporeal touch); Full Atk
  +4 melee (2d10 fire, incorporeal touch); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ darkvision 60 ft., fire subtype, heat (DC 13), incor-
  poreal subtype, locate killer, undead; AL chaos, evil;
  SV Fort +1, Ref +4, Will +7; AP 0; Rep +0; Str —, Dex 13,
  Con —, Int 6, Wis 17, Cha 13.
  Skills: Hide +6, Intimidate +6, Listen +11,
  Read/Write Language (any one), Speak Language
  (any one), Spot +11.
  Feats: Lightning Reflexes, Weapon Focus
  (incorporeal touch).
  Advancement: 6–10 HD (Medium-size);
  11–15 HD (Large).
  Advanced Charred One: CR 5; Medium-size undead (fire,
  incorporeal); HD 11d12; hp 71; Mas —; Init +1; Spd 30 ft.;
  Defense 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection);
  BAB +5; Grap —; Atk +7 melee (2d10 fire, incorporeal touch);
  Full Atk +7 melee (2d10 fire, incorporeal touch); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ darkvision 60 ft., fire subtype, heat
  (DC 15), incorporeal subtype, locate killer, undead; AL
  chaos, evil; SV Fort +3, Ref +6, Will +12; AP 0; Rep +0 Str —,
  Dex 13, Con —, Int 6, Wis 17, Cha 13.
  Skills: Hide +10, Intimidate +10, Listen +13,
  Read/Write Language (any one), Speak Language (any
  one), Spot +13.
  Feats: Iron Will, Lightning Reflexes, Weapon Focus
  (incorporeal touch).
  Possessions: None.
  CHEMICAL GOLEM
  The chemical golem is a strange construct created from a
  toxic brew of bizarre chemicals, oils, herbs, and other eso-
  teric ingredients. The creation of such a creature blurs the
  lines that separate chemistry, magic, and “weird science.”
  Most people who dabble in this art eventually become
  irrevocably insane, but whether that result stems from the
  mind-bending complexity of the work or the constant
  exposure to deadly toxins is not known.
  A typical chemical golem stands about 9 feet tall and
  weighs approximately 4,000 pounds. Its body is com-
  posed of a tough, transparent membrane in the shape of a
  humanoid, with a face that mimics its creator’s. Inside the
  membrane is a swirling collection of toxic, oily chemicals,
  merging and separating at random. Although the mem-
  brane is strong enough to contain the golem’s chemical
  “ingredients” without leakage, its body still gives off a
  faint, acrid smell. A chemical golem wears no clothing and
  carries no possessions.
  A chemical golem is incapable of speech, though it can
  understand any language spoken by its creator.
  In combat, a chemical golem strikes with its mighty fists.
  If faced with several opponents, it makes good use of its
  breath weapon.
  CREATURES
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  FI
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  CREATURES
  Species Traits
  Berserk (Ex): When a chemical golem enters combat, it
  has a cumulative 1% chance each round of going berserk.
  When the uncontrolled golem goes on a rampage, it attacks
  the nearest living creature. It no creature is within reach, it
  smashes some object smaller than itself, then moves on to
  spread more destruction. Once the golem goes berserk, no
  known method can reestablish control.
  Breath Weapon (Ex): Once every 1d4 rounds, a chemical
  golem can breathe a 30-foot cone of acid and toxic fumes.
  Each creature in the area takes 5d6 points of acid damage
  (Reflex half) and 1d4 points of Constitution damage (Forti-
  tude negates). The DC for both saves is 10 + 1/2 the golem’s
  Hit Dice.
  Chemical Healing (Ex): A chemical golem does not
  heal normally, but it can drink toxic liquids (such as acid,
  poison, or cleaning supplies) to heal itself. The creature
  heals 1 point of damage per 8 points of Purchase DC
  that it consumes in toxic chemicals. A chemical
  golem has no ability to discern which substances
  can heal it, so its creator must either command it
  to drink the appropriate chemicals on the spot or
  provide it with precise commands and a ready
  supply so that it can heal itself. A chemical
  golem gains no benefit from drinking a sub-
  stance not considered immediately harmful
  to humans. The consumed liquids mix with the
  chemicals inside the golem and are destroyed.
  Construct: A chemical golem has the traits and
  immunities common to constructs.
  Damage Reduction 15/+1 (Su): A chemical golem
  ignores the first 15 points of damage dealt by any non-
  magical weapon. In campaigns without magic weapons, the
  GM can either disregard the chemical golem’s damage
  reduction or apply it only to certain types of weapons (bal-
  listic, bludgeoning, piercing, slashing, or sonic/concussion).
  Magic Immunity (Ex): A chemical golem is immune to
  all spells, spell-like abilities, and supernatural effects, except
  one. A neutralize poison spell or effect slows the creature
  (as the slow spell) for 2d6 rounds, with no saving throw.
  Rupture (Ex): If the chemical golem takes at least 10
  points of damage (after damage reduction) from a single hit
  with a piercing or slashing weapon, its membrane ruptures,
  spraying a 10-foot cone of burning liquid and noxious fumes
  in the direction from which the attack originated. Each crea-
  ture in the area takes 2d6 points of fire damage (Reflex half)
  and 1d4 points of Constitution damage (Fortitude negates).
  The DC for both saves is 10 + 1/2 the golem’s Hit Dice.
  When the chemical golem is reduced to 0 hit points, its
  membrane collapses, spilling out all the remaining chemi-
  cals inside as a 15-foot-radius burst of acid, flame, and
  deadly gases. Every creature in the area takes 10d6 points of
  damage (half acid and half fire; Reflex half) and 2d4 points
  of Constitution damage (Fortitude negates). The DC for
  both saves is 10 + 1/2 the golem’s Hit Dice.
  Chemical Golem: CR 10; Large construct; HD 9d10; hp 49;
  Mas —; Init –1; Spd 20 ft (can’t run); Defense 20, touch 8,
  flat-footed 19 (–1 size, –1 Dex, +10 natural); BAB +11; Grap +15;
  Atk +11 melee (2d8+6, slam); Full Atk +11 melee (2d8+6, 2
  slams) or +10 ranged; FS 5 ft. by 5 ft.; Reach 10 ft.; SQ berserk,
  breath weapon, chemical healing, construct, damage reduc-
  tion 15/+1, magic immunity, rupture; AL creator; SV Fort +3,
  Ref +2, Will +3; AP 0; Rep +0; Str 23, Dex 9, Con —, Int —, Wis
  10, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: 10–18 HD (Large); 19–27 HD (Huge).
  Advanced Chemical Golem: CR 13; Huge construct; HD
  19d10; hp 104; Mas —; Init –2; Spd 20 ft (can’t run); Defense
  23, touch 8, flat-footed 18 (–2 size, –2 Dex, +13 natural); BAB
  +11; Grap +15; Atk +11 melee (2d8+6, slam); Full Atk +11 melee
  (2d8+6, 2 slams) or +10 ranged; FS 5 ft. by 5 ft.; Reach 10 ft.;
  SQ berserk, breath weapon, chemical healing, construct,
  damage reduction 15/+1, magic immunity, rupture; AL cre-
  ator; SV Fort +6, Ref +4, Will +6; AP 0; Rep +0; Str 31, Dex 7,
  Con —, Int —, Wis 10, Cha 1.
  Skills: None.
  Feats: None.
  CHIMPANZEE
  The statistics below represent a chimpanzee, but they can
  also be used for any ape or monkey of similar size, such as a
  howler monkey. Most such animals are omnivorous,
  although some can be quite fierce and aggressive. 
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  A chimpanzee is generally humanoid in form, although all
  four of its limbs are prehensile. Its fur can be black, white, or
  any shade of brown, yellow, orange, or red. It has a protrud-
  ing muzzle and bright, intelligent eyes.
  Despite their small statures and wild natures, chim-
  panzees, howler monkeys, and other primates often demon-
  strate remarkable strength and cunning. In battle, they
  attack with teeth and fists.
  Species Traits
  Improved Grab (Ex): To use this ability, the chim-
  panzee must hit a single opponent that is its own size cat-
  egory or smaller with both slam attacks in the same
  round. During any round that it grapples such a creature,
  the chimpanzee may make one additional grapple check as
  a free action at its highest attack bonus. On a successful
  hit with such an attack, it automatically deals bite and
  slam damage to its foe. See Special Qualities in Chapter
  Eight: Friends and Foes in the d20 Modern Roleplaying
  Game for more information.
  Bonus Feat: A chimpanzee gains Weapon Finesse (slam)
  as a bonus feat.
  Skill Bonuses: A chimpanzee gains a +8 species bonus on
  Climb checks and a +4 species bonus on Jump checks.
  Chimpanzee: CR 1/3; Small animal; HD 1d8+1; hp 5; Mas 13;
  Init +3; Spd 30 ft., climb 20 ft.; Defense 15, touch 14, flat-
  footed 12 (+1 size, +3 Dex, +1 natural); BAB +0; Grap –2; Atk +3
  melee (1d4+2, bite); Full Atk +3 melee (1d4+2, bite) and –1
  melee (1d2+1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft; SQ
  improved grab, low-light vision; AL none or trainer; SV Fort
  +3, Ref +5, Will +2; AP 0; Rep +0; Str 15, Dex 17, Con 13, Int 2,
  Wis 14, Cha 8.
  Skills: Climb +14, Hide +6, Jump +7, Listen +5, Move
  Silently +6, Spot +5.
  Feats: Weapon Finesse (slam).
  Advancement: 2–3 HD (Small).
  CRAWFORDSVILLE MONSTER
  First documented in the town of Crawfordsville, Indiana in
  1891, these bizarre creatures are actually throwbacks to the
  Mesozoic era. Drifting high in the sky, nearly invisible to the
  naked eye, they have coexisted peacefully with humankind
  for millennia.
  A Crawfordsville monster appears as a gigantic amoeba
  floating through the air. A typical specimen measures 20
  feet in diameter but weighs only 500 pounds. The creature
  has malleable, flipperlike pseudopods that allow it to
  maneuver and a single nucleus that resembles a gigantic red
  eye. Ordinarily, a Crawfordsville monster is completely
  transparent except for its nucleus, but after absorbing a
  meal, its body takes on a pinkish-red hue that lasts for
  several hours. When in distress, a Crawfordsville mon-
  ster emits a piercing, wheezing noise that can be heard
  several hundred yards away.
  Crawfordsville monsters subsist primarily on birds
  that are attracted to certain pheromones the creatures
  emit. In recent years, however, these monsters have
  become much more aggressive, venturing down to the
  surface of the earth occasionally in search of humans
  and other land-based creatures to feed their insatiable
  appetites. A Crawfordsville monster feeds by engulfing
  its prey, then secreting powerful enzymes to dissolve
  the food into a pinkish jelly. This substance courses
  through the monster’s body, giving it its characteristic
  post-meal coloration.
  These aerial predators lived an idyllic life until the
  creation of modern aircraft, which have decimated their
  populations worldwide. A jet can blast through a Craw-
  fordsville monster with ease, causing only a ripple of
  turbulence for those inside the plane.
  A Crawfordsville monster attacks by slamming
  with its pseudopods, then attempting to grab and
  engulf its opponent.
  Species Traits
  Acidic Enzymes (Ex): Any creature that takes damage
  from a Crawfordsville monster’s slam attack also takes
  1d6 points of acid damage from its digestive enzymes.
  These enzymes continue to dissolve the victim even
  after the attack, dealing 1d6 points of acid damage each
  round until the wound is washed with at least 1 pint of
  water (or some other appropriate liquid).
  SW
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  Engulf (Ex): A Crawfordsville monster can simply bowl
  over opponents up to one size category smaller than itself
  as a attack action during a move action. This attack affects
  as many opponents as the monster’s body can cover. Each
  target can make either an attack of opportunity against the
  Crawfordsville monster or a Reflex save (DC 13) to avoid
  being engulfed. A successful saving throw indicates that the
  target has been pushed back or aside (target’s choice) as the
  monster moves forward. An engulfed creature is considered
  grappled and trapped within the monster’s body. A Craw-
  fordsville monster cannot make a slam attack during a
  round in which it attempts to engulf, but each engulfed
  creature takes 2d6 points of acid damage on that round and
  every round thereafter that it remains trapped.
  Immunities (Ex): A Crawfordsville monster is immune to
  damage from piercing weapons.
  Natural Invisibility (Su): A Crawfordsville monster
  remains invisible even when attacking. Any creature that
  correctly discerns its location despite being unable to see it
  has a 50% miss chance on melee and ranged attacks. The
  miss chance drops to 20% after the Crawfordsville monster
  has successfully engulfed at least one Small or larger crea-
  ture or four or more Tiny creatures, because of the pink
  shade its body acquires. This ability is always active.
  Ooze: A Crawfordsville monster has the traits and immu-
  nities common to oozes.
  Sonic/Concussion Vulnerability (Ex): A Crawfordsville
  monster takes double damage from attacks that deal sonic
  or concussion damage.
  Crawfordsville Monster: CR 9; Huge ooze; HD 8d10+52; hp
  96; Mas —; Init –2; Spd 5 ft., fly 30 ft. (average); Defense 11,
  touch 6, flat-footed 11 (–2 size, –2 Dex, +5 natural); BAB +6;
  Grap +23; Atk +13 melee (2d6+9 plus 1d6 acid, slam); Full Atk
  +13 melee (2d6+9 plus 1d6 acid, 2 slams); FS 15 ft. by 15 ft.;
  Reach 10 ft.; SQ acidic enzymes, blindsight 60 ft., engulf,
  immune to piercing weapons, natural invisibility, ooze,
  sonic/concussion vulnerability; AL none; SV Fort +6, Ref +0,
  Will –3; AP 0; Rep +0; Str 28, Dex 6, Con 18, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: 9–18 HD (Huge); 19–27 HD (Gargantuan).
  Advanced Crawfordsville Monster: CR 12; Gargantuan
  ooze; HD 19d10+135; hp 239; Mas —; Init –2; Spd 5 ft., fly 30
  ft. (average); Defense 13, touch 7, flat-footed 13 (–4 size, –2
  Dex, +9 natural); BAB +14; Grap +39; Atk +23 melee (2d8+13
  plus 1d6 acid, slam); Full Atk +23/+18/+13 melee (2d8+13 plus
  1d6 acid, slam); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ acidic
  enzymes, blindsight 60 ft., engulf, natural invisibility, ooze,
  piercing immunity, sonic/concussion vulnerability; AL none;
  SV Fort +12, Ref +4, Will +1; AP 0; Rep +0; Str 36, Dex 6,
  Con 22, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  CRAWLING CLAW
  A crawling claw is a horrible construct made from the sev-
  ered left hand of a humanoid. Animated by a mix of foul
  magic and strange alchemy, these creatures prowl tombs
  and other forlorn places. They move about by walking on
  their fingers in a spiderlike manner—in fact, they can easily
  be mistaken for large, grotesque spiders in darkness.
  A crawling claw resembles a severed left hand. The stump
  drips a clear ichor that exudes the faint scent of formalde-
  hyde and alchemical mixtures. 
  Though it is not intelligent, a crawling claw retains some
  of the personality traits of the human from which it was
  made. For example, a crawling claw made from an anxious
  person may constantly twitch and tap its fingers, while one
  made from an angry person might make rude gestures or
  knot itself up in a fist when excited.
  A crawling claw attacks with its clawlike fingernails.
  While not much of a threat alone, the creature becomes
  more formidable in the company of others of its kind. Such
  a group, called an applause, swarms over any creature that
  enters its territory, attacking without mercy.
  Species Traits
  Construct: Crawling claws have the traits and immunities
  common to constructs.
  Gaze Immunity (Ex): Because it lacks eyes, a crawling
  claw is immune to gaze attacks.
  Smite Fallen (Ex): A crawling claw’s attacks deal double
  damage against prone combatants.
  Crawling Claw: CR 1/3; Diminutive construct; HD 1d10; hp 5;
  Mas —; Init +0; Spd 20 ft.; Defense 15, touch 14, flat-footed
  15 (+4 size, +1 natural); BAB +0; Grap –12; Atk +4 melee (1,
  claw); Full Atk +4 melee (1, claw); FS 1 ft. by 1 ft.; Reach 0 ft.;
  SQ construct, gaze immunity, smite fallen, spell resist-
  ance 10; AL any; SV Fort +0, Ref +0, Will –3; AP 0; Rep +0;
  Str 10, Dex 10, Con —, Int —, Wis 5, Cha 5.
  Skills: None.
  Feats: None.
  Advancement: None.
  CREATURES
  Create Crawling Claw
  Transmutation [Evil]
  Level: Mage 3; Components: V, S, M; Casting Time: 1
  hour; Range: Close (25 ft. + 5 ft./2 levels); Targets:
  Severed human left hands within a 5-foot-radius circle;
  Duration: Instantaneous; Saving Throw: None; Spell
  Resistance: Yes (harmless)
  You create a number of crawling claws up to twice your
  caster level. The hands to be transformed must all be
  within a 5-foot-radius circle. Once created, the group of
  crawling claws obeys your telepathic commands as long
  as the instructions are simple and you are within 100
  feet. If you give the crawling claws simple standing
  orders before moving out of range, they obey these
  orders to the best of their ability until you return and
  issue new orders. Otherwise, they mill about aimlessly,
  attacking anything that moves into their space.
  Material Component: Clippings from a ghoul’s
  fingernails, and a ring that someone else lost.
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  DEMONIC MACHINE
  A demonic machine is an ordinary mechanical device pos-
  sessed by a fiendish spirit. It has an insatiable appetite for
  living flesh and blood. 
  A demonic machine has the normal dimensions, weight,
  and appearance of its mundane counterpart, and to all out-
  ward appearances, it is a perfectly normal machine. Any sort
  of device that has sufficiently dangerous moving parts—a
  printing press, a farm combine, an industrial shredder, or the
  like—is an excellent candidate for fiendish possession. 
  Demonic machines can function like normal machines
  of their kinds, and they often do so for long periods, just
  waiting for a chance to catch an unwary victim off guard
  in an “unfortunate industrial accident.” Demonic
  machines do not need living operators; they are perfectly
  capable of starting and running on their own. They can
  even move on twisted legs composed of levers, bars, or
  machine parts. 
  A demonic machine does not speak. In combat, it extends
  levers, rails, or other parts of its form to use as claws. It
  attempts to draw its victim into its works and mangle or
  shred it. 
  Species Traits
  Charm Person (Sp): Once per day, as a full-round action,
  the demonic machine can use charm person (manifester
  level 5th; save DC 8).
  Construct: A demonic machine has the traits and immu-
  nities common to constructs. Unlike most constructs, how-
  ever, it has an Intelligence score supplied by the demonic
  force that animates it.
  Damage Reduction 10/+1 (Su): A demonic machine
  ignores the first 10 points of damage dealt by any non-
  magical weapon. In campaigns without magic weapons,
  the GM can either disregard the demonic machine’s
  damage reduction or apply it only to certain types of
  weapons (ballistic, bludgeoning, piercing, slashing, or
  sonic/concussion).
  Feats: Though technically a construct, a demonic
  machine is animated by a fell presence from beyond
  Shadow. It gains feats as an outsider (1, plus 1 feat per 4 HD
  beyond 1 HD).
  Grind (Ex): A demonic machine may make a grind attack
  (at its normal attack bonus) against a grappled creature,
  dealing double claw damage plus its Strength modifier.
  Improved Grab (Ex): To use this ability, the demonic
  machine must hit an opponent at least one size category
  smaller than itself with its claw attack. If it gets a hold, it
  automatically deals claw damage each round that the hold
  is maintained, and it can grind in the next round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Machine Possession: The animating force in a demonic
  machine is a demon from beyond Shadow. This creature can,
  at any time, choose to abandon one machine as a free
  action and possess another as an attack action. 
  Skills: A demonic machine gains skills as if it were an out-
  sider (8 + Int modifier per HD).
  Demonic Machine: CR 5; Large construct; HD 5d10+15;
  hp 42; Mas —; Init +3; Spd 30 ft.; Defense 13, touch 8,
  flat-footed 13 (–1 size, –1 Dex, +5 natural); BAB +3; Grap +12;
  Atk +7 melee (1d6+5, claw); Full Atk +7 melee (1d6+5, 2
  claws); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ construct, damage
  reduction 10/+1, improved grab, grind (2d6+5), machine pos-
  session; AL evil; SV Fort +1, Ref +0, Will +1; AP 0; Rep +0;
  Str 20, Dex 8, Con —, Int 10, Wis 10, Cha 5.
  Skills: Bluff +5, Listen +10, Sense Motive +8, Spot +10. 
  Feats: Alertness, Improved Initiative. 
  Advancement: 6–7 HD (Large); 8–15 HD (Huge).
  Advanced Demonic Machine (industrial shredder): CR 8;
  Huge construct; HD 8d10+20; hp 64; Mas —; Init +1; Spd
  30 ft.; Defense 14, touch 6, flat-footed 14 (–2 size, –2 Dex, +8
  natural); BAB +6; Grap +23; Atk +13 melee (2d4+9, claw); Full
  Atk +13 melee (2d4+9, 2 claws); FS 15 ft. by 15 ft.; Reach 10 ft.;
  SA improved grab, grind (4d4+9); SQ construct, damage
  reduction 10/+1, improved grab, grind, possession; AL evil;
  SV Fort +2, Ref +0, Will +2; AP 0; Rep +0; Str 28, Dex 6,
  Con —, Int 10, Wis 10, Cha 5.
  Skills: Bluff +11, Listen +16, Sense Motive +14, Spot +16.
  Feats: Alertness, Improved Initiative.
  DIMENSIONAL HORROR
  Dimensional horrors are creatures from beyond space and
  time that break the laws of physics by their very existence.
  Scientists and occultists argue as to whether these creatures
  come to Earth from other places or are created by dimen-
  sional accidents. Whatever their source, they can often be
  found near sites where great magic or dangerous experi-
  ments in nuclear or gravitational physics have been
  attempted. Dimensional horrors make it their business to
  guard such places from intrusion, killing any creature larger
  than a rabbit that approaches. These strange guardians show
  no need to eat or sleep, but they seem to draw sustenance
  by remaining near the areas they protect.
  A dimensional horror resembles a praying mantis, though
  it is broader and much more fearsome. Its black and purple
  carapace rises high over its shoulders to shield its head,
  which is a nest of eyestalks, pincers, and tentacled, toothy
  mouths. From either side of this squirming mass juts a mas-
  sive, scythelike arm covered with sharp tines and hooklike
  blades of chitin. The creature’s sawlike legs extend from a
  thick knot of gleaming, black muscle that hangs beneath its
  lower body.
  Invisible and intangible most of the time, dimensional
  horrors make ideal guardians. Most interlopers who intrude
  on sites guarded by dimensional horrors simply vanish from
  the world, never to be seen again. Such places often earn
  reputations for being haunted or cursed. Local legends
  may attribute the disappearances to an angry spirit, a fey
  creature, or even a serial killer. 
  Some scientists theorize that dimensional horrors pro-
  tect rifts or tears in space—the larger the rift, the more
  dimensional horrors flock to defend it. Whether such
  tears actually generate the creatures or whether they are
  summoned there from some space beyond remains a point
  of conjecture. 
  CREATURES
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  27
  Communication and negotiation with dimensional hor-
  rors is impossible. The creatures are incapable of speech,
  and they respond only to attacks and intrusions into the
  places they protect. Even when two or more dimensional
  horrors are found together, they don’t acknowledge one
  another’s presence. 
  When a dimensional horror attacks interlopers, it
  attempts to grab a single creature and drag it back into
  whatever dimension or space it normally inhabits, thereby
  separating the invader from any allies. Once it reaches the
  safety of its own reality, the dimensional horror can focus
  all its fury on its prisoner. Reliable reports of such attacks
  are understandably rare, but from the few that exist,
  researchers postulate that dimensional horrors have some
  capacity to judge the threat that intruders represent.
  Although normally bound to specific regions, dimensional
  horrors have been known to track those they view as per-
  sistent threats up to 100 miles to eliminate them.
  Species Traits
  Blindsight (Ex): A dimensional horror can ascertain all
  creatures and objects within 30 feet in both the normal
  world and its own coexistent dimension. The dimensional
  horror’s blindsight is not dependent on vision, echolocation,
  vibrations, or scent; rather, it is gained through an unknown
  sense that detects the space objects and creatures occupy.
  Although a dimensional horror can be blinded and deafened
  normally, nothing can rob it of its blindsight.
  Improved Grab (Ex): To use this ability, the dimen-
  sional horror must hit a single opponent that is its own
  size category or smaller with both claw attacks in
  the same round. If it gets a hold, it automatically
  deals damage for two claw attacks each round
  that the hold is maintained, and it can attempt
  to use its shift dimension ability (see below) in
  the same round. See Special Qualities in Chapter
  Eight: Friends and Foes in the d20 Modern Role-
  playing Game for more information on the
  improved grab ability.
  Scent (Ex): This ability allows a dimensional
  horror to detect approaching enemies, sniff out
  hidden foes, and track by sense of smell. See Spe-
  cial Qualities in Chapter Eight: Friends and Foes in
  the d20 Modern Roleplaying Game for details.
  The dimensional horror may use its scent ability
  against creatures in the normal world even while it is
  in its coexistent dimension (see below).
  Shift Dimension (Su): This ability, usable at will, allows
  the dimensional horror to move from the normal world to
  a coexistent dimension or back again as a free action.
  Any creature grappled by the dimensional horror as it
  shifts must succeed at a Will saving throw (DC 10 + 1/2
  the dimensional horror’s Hit Dice + its Charisma mod-
  ifier) or be taken along to the other dimension.
  Any creature in this alternate dimension is invisi-
  ble and intangible with respect to the normal world.
  Creatures there cannot see or hear dimensionally
  shifted creatures; to anyone watching a shift
  from the normal world, it appears that the
  affected creature simply ceases to exist.
  Creatures within the coexistent dimension can see, hear,
  and affect each other normally, and they can also see and
  hear the normal world. No visual cue differentiates crea-
  tures in one dimension from those in the other, so creatures
  unwillingly brought to the coexistent dimension may be
  confused when their companions seem unable to see them
  anymore. A dimensional horror, however, innately knows
  which of the two dimensions any creature within range of
  its blindsight occupies. 
  A dimension-shifted creature is unable to affect anything
  in the normal world and can pass through nonshifted
  objects harmlessly. The coexistent dimension effectively
  lacks gravity, so a shifted creature can move about at its
  base speed in any direction or orientation it desires. How-
  ever, the physics of movement for objects remains the same
  as in the normal world. A dropped object falls at the same
  rate as it would in the normal world and comes to rest on
  the “floor,” but creatures and the objects they carry do not
  fall when dropped and can be pushed through the “floor” or
  through other objects that are solid in the normal world.
  Though the coexistent dimension has no atmosphere as
  such, any shifted creature can breathe normally there. These
  DO
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  phenomena baffle scientists and will likely continue to do
  so until some safe and reliable means of accessing the alter-
  nate dimension is established.
  A dimensional horror can remain in the coexistent
  dimension as long as it wishes. Any other shifted creature
  or object remains there as long as it is grappled or held by
  a dimensional horror and for 1 minute thereafter. When
  that time elapses, the creature instantly shifts back to the
  normal world. When a dimensional horror dies, all crea-
  tures it shifted to the coexistent dimension instantly
  return to the normal world, along with the corpse of the
  dimensional horror. Creatures that arrive in the normal
  world within a solid object or creature are pushed out of
  the obstruction and into the nearest open space, taking
  1d6 points of damage for each 5 feet so traveled. The
  object or creature within which the shifter arrived is
  unharmed by the process. Dimensional horrors often take
  care to hide their victims’ bodies in caverns and other
  open spaces deep underground or in hollow trees, so that
  when they automatically shift back to the normal world,
  they will not be obvious.
  True seeing, see invisibility, and similar effects make
  dimensionally shifted creatures visible to creatures in the
  normal world, and dispel magic returns them there, auto-
  matically breaking the grapple of any dimensional horrors
  that hold them. 
  Attempts by scientists to harness the dimensional hor-
  rors’ alternate space have had little success, partially
  because such efforts seem to attract the attention of
  dimensional horrors. Nevertheless, a few technological
  items have been created to combat these terrors from
  beyond (see the New FX Equipment sidebar).
  Dimensional Horror: CR 7; Large outsider; HD 6d8+18;
  hp 45; Mas 16; Init +2; Spd 40 ft.; Defense 18, touch 11, flat-
  footed 16 (–1 size, +2 Dex, +7 natural); BAB +6; Grap +16; Atk
  +11 melee (1d6+9, claw); Full Atk +11 melee (1d6+6, 2 claws)
  and +9 melee (1d8+3, 2 bites); FS 10 ft. by 10 ft.; Reach 10 ft;
  SQ blindsight 30 ft., darkvision 60 ft., improved grab,
  scent, shift dimension (DC 15); AL none; SV Fort +8, Ref +7,
  Will +7; AP 0; Rep +0; Str 22, Dex 15, Con 16, Int 9, Wis 15,
  Cha 14.
  Skills: Listen +11, Navigate +4, Search +5, Sense Motive +6,
  Spot +11, Survival +11.
  Feats: Multiattack, Track.
  Advancement: 7–12 HD (Huge); 13–24 HD (Gargantuan).
  Advanced Dimensional Horror: CR 13; Gargantuan out-
  sider; HD 14d8+98; hp 161; Mas 24; Init +1; Spd 40 ft.; Defense
  21, touch 7, flat-footed 20 (-4 size, +1 Dex, +14 natural); BAB
  +14; Grap +39; Atk +23 melee (2d6+19, claw); Full Atk +23
  melee (2d6+13, 2 claws) and +21 melee (2d8+6, 2 bites); FS 20
  ft. by 20 ft.; Reach 15 ft; SQ blindsight 30 ft., darkvision 60 ft.,
  improved grab, scent, shift dimension (DC 19); AL none; SV
  Fort +16, Ref +10, Will +11; AP 0; Rep +0; Str 36, Dex 13, Con 24,
  Int 9, Wis 15, Cha 14.
  Skills: Listen +19, Navigate +16, Search +15, Sense Motive
  +16, Spot +19, Survival +19.
  Feats: Cleave, Multiattack, Power Attack, Track.
  New Equipment
  The scientific experimentation needed to develop the
  equipment below frequently attracted attention from the
  very horrors that the items were designed to combat. Many
  people died to bring these items into being, and many more
  will die unless they can be put to good use.
  Dimensional Transformer: Acting on the few available
  reports of the coexistent dimension inhabited by dimen-
  sional horrors, scientists set to work attempting to access it.
  After ten years of study and many disastrous trials, it
  became clear that only very small objects could safely be
  shifted to this dimension and then only for short periods.
  Since then, all efforts have been devoted to miniaturizing
  the technology and making it more reliable. The result of
  this development is the dimensional transformer.
  A dimensional transformer is a bulky, suppressorlike
  device that can be attached to nearly any properly fitted
  handgun or longarm gun barrel with a successful Repair
  check (DC 15). Once activated (a move action), the dimen-
  sional transformer shifts any bullet fired from the gun into
  the realm of the dimensional horrors. The bullet shifts just
  before leaving the barrel and remains in the other dimen-
  sion for only a few seconds. This effect allows the wielder
  to fire at dimensional horrors and other shifted targets
  even though they are not visible or tangible. The effects of
  the target’s invisibility still apply (a 50% miss chance,
  assuming that the shooter targets the correct square).
  Although its accuracy leaves much to be desired because of
  this miss chance, the dimensional transformer has proven
  useful in many encounters with dimensional horrors. The
  device can shift 200 bullets before it burns out and
  becomes ineffective.
  An interesting side effect of the dimensional transformer
  was discovered during its first live test. A dimensional
  horror grabbed a soldier, who managed to escape the crea-
  ture’s grasp after it had taken him to the other dimension.
  The soldier immediately fired several shots at the creature
  with his weapon. The bullets had no effect on the dimen-
  sional horror, but they struck and killed two of the soldier’s
  compatriots in the normal world before he realized what
  was happening. When fired in the coexistent dimension, a
  dimensional transformer shifts bullets into the normal
  world, allowing them to strike targets there. They then
  shift back to the coexistent dimension, where they remain
  for 1 minute before reappearing in the normal world. For-
  tunately, dimensional horrors seem incapable of manipu-
  lating guns well enough to fire them. The potential of the
  dimensional transformer as a means to flawless, evidence-
  free assassinations is just one of the many reasons that gov-
  ernments around the world continue to study dimensional
  horrors and their realm, despite the grave dangers of such
  experimentation.
  Size: Small; Purchase DC: 34; Purchase Restriction:
  Military; Weight: 3 lb.
  Shift Detector: A shift detector looks like a bulky,
  portable satellite receiver, but its clumsy shape hides an
  extremely complicated system designed to project a field of
  specially charged subatomic particles and detect distur-
  bances in their flow. When a dimensionally shifted creature
  CREATURES
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  enters the field, the detector’s alarm sounds, alerting those
  nearby to the presence of such a creature. (Alternatively, the
  device can be wired to a networked alert system that relays
  the alarm elsewhere.) The field projects outward from the
  shift detector in a 10- to 60-foot radius, and it can detect
  shifted creatures within or on the other side of objects.
  Unfortunately, the shift detector is imprecise: It cannot
  pinpoint the direction of the shifted being, and the fields
  generated by other shift detectors invariably set it off. 
  Size: Medium; Purchase DC: 35; Purchase Restriction:
  Military; Weight: 40 lb.
  Shift Extender: Scientists have been unable to perfect
  any means of transferring creatures or objects as large as
  dimensional horrors from one dimension to another.
  However, they have created a device that extends the
  amount of time a creature remains shifted once a dimen-
  sional horror has taken it to the coexistent dimension.
  Though it is somewhat awkward to use, this device, called
  a shift extender, has proven to be highly useful in fighting
  dimensional horrors. 
  A shift extender is a surprisingly small device about the
  size and shape of a brick, with two nets made of long wires
  and cables extending from the top. When these nets are
  wrapped around a creature or object weighing no more than
  300 pounds, the shift extender is ready for use.
  The device activates automatically when the creature or
  object to which it is attached is shifted to the dimensional
  horror’s realm. Both the shift extender and its attachment
  remain shifted for an extra 2d10 rounds beyond the usual 1-
  minute duration after release in the coexistent dimension. If
  the wearer of the device is grappled again by a dimensional
  horror during this period, the device resets, providing another
  2d10 rounds of extra time after the next release. When the
  extra time has elapsed, the device and the object or creature
  to which it is attached return to the normal world. If
  desired, the wearer can return to the normal world
  before the time is up by manually shutting off the
  device. Doing so requires a move action to discon-
  nect the cables.
  Size: Small; Purchase DC: 32; Purchase
  Restriction: Military; Weight: 8 lb.
  DINOSAUR, PLESIOSAUR
  The plesiosaur (Elasmosaurus platyurus) is a mas-
  sive, water-dwelling dinosaur that feeds primarily on
  fish and small amphibians. Plesiosaurs are intelligent
  as animals go, and they seem to be highly curious,
  especially about ships and other waterborne ves-
  sels. Scientists have speculated that their interest
  stems from the fact that, at least in silhouette, a
  boat somewhat resembles the body of a plesiosaur.
  Averaging 45 feet long and weighing several
  thousand pounds, a plesiosaur is only nominally
  amphibious. Though it can travel out of water for
  short distances, it does so only with great difficulty
  because its mass is a hindrance without the added
  buoyancy of water. A plesiosaur’s tail is fairly
  short, but its neck and head account for roughly
  half of its length. The creature’s small head has been
  described as “snakelike,” and its mouth and throat are so
  small that it cannot swallow anything larger than 18 inches
  in any dimension. Though its teeth are extremely sharp, they
  are better suited for grabbing, holding, and swallowing than
  for chewing or tearing. In fact, evidence suggests that ple-
  siosaurs employ gastroliths (stones swallowed and stored in
  the stomach) to aid in the digestive process.
  Despite the fact that plesiosaurs cannot actually con-
  sume anything larger than big fish, these dinosaurs can be
  hazardous to waterborne craft because of their intense
  interest in such vessels. A plesiosaur might nudge a boat a
  few times in an attempt to determine its nature or gain its
  attention. If the occupants prove to be aggressive, the
  dinosaur might fight back by trying to bite either the boat or
  a creature that falls from it into the water. Beyond incidents
  of this nature, however, plesiosaurs rarely attack humans.
  Their primary interests are eating and self-defense.
  Species Traits
  Scent (Ex): This ability allows a plesiosaur to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
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  Plesiosaur: CR 10; Gargantuan animal (aquatic); HD 16d8+112;
  hp 184; Mas 24; Init +0; Spd 10 ft., swim 50 ft.; Defense 12,
  touch 6, flat-footed 12 (–4 size, +6 natural); BAB +12; Grap
  +36; Atk +20 melee (2d8+18, bite); Full Atk +20 melee
  (2d8+18, bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ scent; AL
  none; SV Fort +17, Ref +10, Will +6; AP 0; Rep +0; Str 34,
  Dex 10, Con 24, Int 2, Wis 13, Cha 9.
  Skills: Listen +6, Spot +6.
  Feats: None.
  Advancement: 17–31 HD (Gargantuan); 32–45 HD
  (Colossal).
  DINOSAUR, PTERADON
  The pteradon is the best known of the dinosaurs called
  pterosaurs, and the one that has survived the longest. Sight-
  ings of the birdlike reptile in various parts of the world date
  back to the early first millennium. Such reports may have
  grown into the dragon legends that abounded in Europe and
  China during the Middle Ages. 
  A pteradon resembles a long-necked bat with a wing-
  spread of 15 to 20 feet. It has a long, whiplike tail that trails
  out behind it as it glides through the air. The creature’s body
  is almost entirely built for flight, with a streamlined, aero-
  dynamic shape and powerful leg muscles that can launch it
  almost straight up into the air on takeoff.
  Pteradons normally hunt from the air, gliding along about
  100 feet above the ground as they search for prey. Despite
  documented incidents in which pteradons have attempted
  to carry off pets and small children, these creatures seem to
  prefer the role of scavenger to that of predator. Pteradons
  are easily frightened by creatures and objects their own size
  or larger, such as cars, trucks, and other dinosaurs; however,
  they fiercely stand their ground against smaller opponents,
  especially if food is involved.
  A pteradon attacks with its massive beak and sharp
  talons. When attacking from the air, it generally tries to
  grapple its prey and carry it aloft, then drop it from a height
  to take some of the fight out of it before retrieving it again.
  Pteradons don’t like to fly long distances while carrying
  struggling victims, so this maneuver may be repeated several
  times with particularly feisty prey.
  Species Traits
  Scent (Ex): This ability allows a pteradon to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Pteradon: CR 2; Large animal; HD 4d8; hp 18; Mas 10; Init +3;
  Spd 20 ft., fly 40 ft. (good); Defense 15, touch 13, flat-footed
  12 (+3 Dex, +2 natural); BAB +2; Grap +7; Atk +2 melee (1d8+1,
  bite); Full Atk +2 melee (1d8+1, bite) and –3 melee (1d4+1, 2
  claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none; SV Fort
  +3, Ref +6, Will +2; AP 0; Rep +0; Str 12, Dex 16, Con 10, Int 2,
  Wis 12, Cha 5.
  Skills: Listen +3, Move Silently +8, Spot +6.
  Feats: None.
  Advancement: 5–8 HD (Large); 9–14 HD (Huge).
  DINOSAUR, TYRANNOSAUR
  The tyrannosaur (Tyrannosaurus rex) was the largest land-
  dwelling carnivore to walk the Earth during the late Meso-
  zoic era. Though thought to have become extinct eons ago,
  tyrannosaurs are still occasionally sighted in remote
  wilderness areas.
  Standing almost 20 feet tall, the tyrannosaur is a biped
  with a long, muscular tail. Its heavy, tapered skull features
  powerful jaws containing sharp, serrated teeth up to 6
  inches long. Its almost vestigial forelimbs seem tiny com-
  pared to the rest of its bulk. Though the tyrannosaur can
  emit a deafening roar, it usually does so only to warn off
  other predators from a kill, or to establish its territory.
  Tyrannosaurs roar primarily at dusk and dawn, when the
  noise carries over longer distances.
  Tyrannosaurs are opportunistic hunters, though not
  always predators. If they can get food more easily by scav-
  enging than by hunting, they do so. When it does stalk prey,
  the tyrannosaur approaches by stealth, using trees for cover
  when possible, then lurks until a good opportunity for
  attack presents itself. The moment its potential prey is dis-
  tracted, the tyrannosaur charges out from cover, hoping to
  overtake the target before it can escape. 
  Species Traits
  Improved Grab (Ex): To use this ability, the tyrannosaur
  must hit an opponent two or more size categories smaller
  than itself with its bite attack. If it gets a hold, it shakes the
  grabbed opponent back and forth, automatically dealing
  bite damage each round. Once the opponent stops resisting,
  the tyrannosaur attempts to swallow on its next turn. See
  Special Qualities in Chapter Eight: Friends and Foes in the
  d20 Modern Roleplaying Game for more information.
  Scent (Ex): This ability allows a tyrannosaur to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Swallow Whole (Ex): If a tyrannosaur begins its turn
  with an opponent two or more size categories smaller than
  itself held in its mouth, it can attempt a new grapple check
  as though trying to pin the opponent. If it succeeds, it
  swallows its opponent, automatically dealing bite damage.
  Once inside the tyrannosaur, the opponent takes bludg-
  eoning damage equal to the tyrannosaur’s bite attack plus
  1d6 points of acid damage per round from the monster’s
  gizzard. A successful grapple check allows the swallowed
  creature to climb out of the gizzard and return to the
  tyrannosaur’s maw, where another successful grapple
  check is needed to get free. Alternatively, the swallowed
  creature can attack from inside the gizzard using claws or a
  Small or Tiny slashing weapon. Dealing at least 25 points of
  damage to the gizzard (Defense 20) in this way creates an
  opening large enough to permit escape. Once the creature
  exits, the tyrannosaur must make a successful Fortitude
  save (DC 20) or die, whether or not the full amount of
  damage was dealt with a single blow. A Huge tyrannosaur’s
  gizzard can hold 2 Medium-size, 8 Small, 32 Tiny, or 128
  Diminutive or smaller opponents.
  CREATURES
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  Tyrannosaur: CR 11; Huge animal; HD 20d8+80; hp 170;
  Mas 19; Init +1; Spd 40 ft.; Defense 14, touch 9, flat-footed 13
  (–2 size, +1 Dex, +5 natural); BAB +15; Grap +32; Atk +22 melee
  (4d6+13, bite); Full Atk +22 melee (4d6+13, bite); FS 10 ft. by
  10 ft.; Reach 15 ft.; SQ improved grab, scent, swallow whole;
  AL none; SV Fort +16, Ref +13, Will +8; AP 0; Rep +0; Str 28,
  Dex 12, Con 19, Int 2, Wis 15, Cha 10.
  Skills: Listen +11, Spot +11.
  Feats: None.
  Advancement: 21–36 HD (Gargantuan); 37–54 HD
  (Colossal).
  DOOM HAG
  The doom hag is a horrible creature that lurks in abandoned
  buildings, secluded woods, and spots where murders have
  taken place. It is said that these foul creatures are the with-
  ered spirits of demented spinsters who were feared and
  reviled by people who knew them in life. Doom hags take
  sadistic pleasure in tormenting and then slaying intelligent
  creatures that wander into their territories.
  Standing 6 feet tall and weighing 175 pounds, a doom
  hag resembles a grizzled crone. It is always clad in a
  shabby, tattered dress and shawl of a drab color.
  Although the doom hag’s long black hair is matted and
  filthy, it floats gently around the creature’s face, shroud-
  ing it in darkness. Instead of walking, the doom hag floats
  a few inches above the ground, letting its gnarled feet
  dangle uselessly below. When a doom hag dies, its form
  dissolves into a foul-smelling vapor that forever taints
  the surrounding landscape.
  A doom hag typically uses its confusion ability to get a
  potential victim thoroughly lost before closing in for the
  kill. Despite its emaciated appearance, a doom hag is
  incredibly strong and can rend flesh with ease. The creature
  takes care to leave bits of its victims’ clothing and spatters
  of gore at the sites of its kills to draw in others who come
  to look for the missing persons.
  Species Traits
  Confusion (Sp): A doom hag can use confu-
  sion three times per day, as the spell cast by
  a 9th-level Mage (Will save negates; save DC
  14 + the doom hag’s Charisma modifier).
  Mimicry (Ex): A doom hag can imi-
  tate (but not necessarily understand)
  the sounds made by any person or
  animal it hears.
  Natural Invisibility (Su): During day-
  light, a doom hag is naturally invisible
  and remains so even when attacking.
  Any creature that correctly discerns
  the doom hag’s location despite being
  unable to see it has a 50% miss chance on
  melee and ranged attacks. This ability is always
  active, but the doom hag can suppress it for 1 round
  with a successful Concentration check (DC 15). A
  new check at the same DC is required for each sub-
  sequent round that it wishes to remain visible. The
  doom hag is visible from sundown to sunup.
  Rend (Ex): If a doom hag hits with both claw attacks, it
  latches onto the opponent’s body and tears the flesh. The
  rending attack deals damage as a claw attack plus 1.5 times
  the doom hag’s Strength modifier.
  Skill Bonus: A doom hag blends into the gloom, gaining
  a +4 species bonus on Hide checks at night or in darkness.
  Undead: A doom hag has the traits and immunities
  common to undead.
  Doom Hag: CR 6; Medium-size undead; HD 6d12; hp 39;
  Mas —; Init +0; Spd fly 30 ft. (perfect); Defense 18, touch 10,
  flat-footed 18 (+8 natural); BAB +3; Grap +7; Atk +8 melee
  (1d4+4, claw); Full Atk +8 melee (1d4+4, 2 claws); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ confusion (DC 17), darkvision 60 ft.,
  mimicry, natural invisibility, rend 1d4+6, undead; AL chaos,
  evil; SV Fort +2, Ref +2, Will +8; AP 0; Rep +0; Str 18, Dex 10,
  Con —, Int 15, Wis 17, Cha 16.
  Skills: Bluff +11, Concentration +8, Hide +8 (+12 at night or
  in darkness), Intimidate +8, Knowledge (arcane lore) +10,
  Listen +10, Move Silently +8, Read/Write Language (any
  three), Speak Language (any three), Spot +10.
  Feats: Simple Weapons Proficiency, Stealthy, Weapon
  Focus (claw).
  Possessions: Tattered clothing, collections of scalps,
  teeth, and thighbones.
  Advancement: 7–15 HD (Medium-size).
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  CREATURES
  DREAD TREE
  A dread tree is an enormous, gnarled tree that has somehow
  gained a modicum of sentience, a streak of cruelty, and a
  craving for blood. According to certain myths, the dread
  tree was once an ordinary oak until its roots were watered
  by the blood of an innocent murdered beneath its boughs. 
  These fell creatures are typically found in the least
  explored regions of the world, although occasionally a
  dread tree has appeared in a populated area. A forest that
  hosts a dread tree is typically thought to be haunted, at
  least by the locals, and missing persons reports abound in
  the general area around it.
  A dread tree resembles an ancient oak with black bark
  and huge, glossy leaves that droop heavily from its branches.
  Anyone who stares long enough at its trunk can discern a
  twisted, evil-looking face in the bark. A dread tree has at
  least two branches that end in humanlike hands, although
  these limbs are usually hidden among its leaves. These mis-
  shapen branches are much more noticeable in the winter
  months, when the tree loses its foliage. In the summer and
  late fall, a dread tree produces fruits resembling luscious
  cherries. These fruits emit a sweet fragrance that most
  mammals find irresistible, but they induce unconsciousness
  in creatures that consume them.
  Unless prey is immediately within its grasp, a dread tree
  remains perfectly still during daylight hours. At night, how-
  ever, it can uproot itself and walk with a shambling gait if so
  desired. This mobility enables the dread tree to move to an
  area where food is more plentiful after exhausting the
  available “game” in its former forest.
  A dread tree cannot speak any language, but it emits a
  horrible creaking sound when angered.
  Although a dread tree gains its basic sustenance through
  photosynthesis and water, it cannot grow without consum-
  ing the blood of living creatures. Typically, a dread tree
  allows potential prey to eat its fruit before attacking, in the
  hope that its victim will fall unconscious beneath it. The
  plant attempts to grab any creature that is unaffected by
  its fruit before it can move out of reach. After making a kill,
  the tree squeezes every drop of blood from the carcass
  onto its roots. 
  Species Traits
  Blindsight (Ex): A dread tree is blind but can ascertain all
  creatures and objects within 30 feet just as a sighted crea-
  ture would. Beyond that range, all targets have total con-
  cealment with respect to the dread tree (see Concealment
  in the d20 Modern Roleplaying Game).
  Double Damage against Objects (Ex): A dread tree that
  makes a full attack against an object or structure deals
  double damage to it.
  Fire Vulnerability (Ex): A dread tree takes 50% more
  damage from fire attacks.
  Improved Grab (Ex): To use this ability, the dread tree
  must hit an opponent at least one size category smaller
  than itself with its slam attack. If it gets a hold, it automat-
  ically deals slam damage each round that the hold is main-
  tained, and it can smash in the next round (see below). See
  Special Qualities in Chapter Eight: Friends and Foes in the
  d20 Modern Roleplaying Game for more information.
  Intoxicating Fruit (Ex): The fruit of a dread tree pro-
  duces a scent that is extremely intriguing to mammals. Any
  such creature within 100 feet of a dread tree must make a
  successful Will save (DC 10 + 1/2 the dread tree’s Hit Dice +
  its Charisma modifier) or move into its fighting space. Once
  there, the creature must make another successful Will save
  (same DC) or pick and eat the fruit. A creature too small to
  reach the branches eats fruit that has fallen from the tree.
  The fruit contains an ingested poison (Fortitude save DC
  18; 1d6 Dex/unconsciousness for 2d6 rounds). The toxin
  remains viable for 1d6 days after picking.
  Plant: Dread trees have the traits and immunities
  common to plants.
  Skills: Because a dread tree is intelligent, it gains skill
  points as if it were an animal. A dread tree gains a +16
  species bonus on Hide checks made in forested areas.
  Smash (Ex): A dread tree can smash a grappled opponent
  into its trunk or on the ground, dealing slam damage every
  round the hold is maintained.
  Dread Tree: CR 8; Huge plant; HD 7d8+35; hp 66; Mas —;
  Init –1; Spd 20 ft.; Defense 20, touch 7, flat-footed 20 (–2
  size, –1 Dex, +13 natural); BAB +5; Grap +22; Atk +12 melee
  (2d6+13, slam); Full Atk +12 melee (2d6+13, slam); FS 10 ft. by
  10 ft.; Reach 15 ft.; SQ blindsight 30 ft., double damage
  against objects, fire vulnerability, intoxicating fruit (DC 14),
  plant, smash 2d6+13; AL evil; SV Fort +10, Ref +1, Will +4; AP
  0; Rep +0; Str 29, Dex 8, Con 21, Int 2, Wis 15, Cha 12.
  Skills: Hide –6 (+10 in forested areas), Intimidate +4,
  Listen +5, Spot +5.
  Feats: None.
  Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan).
  Advanced Dread Tree: CR 12; Gargantuan plant; HD
  17d8+119; hp 195; Mas —; Init –1; Spd 20 ft.; Defense 22, touch
  5, flat-footed 22 (–4 size, –1 Dex, +17 natural); BAB +12; Grap
  +41; Atk +25 melee (2d8+17, slam); Full Atk +25/+20/+15
  melee (2d8+17, slam); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ
  blindsight 30 ft., double damage to objects, fire vulnerabil-
  ity, intoxicating fruit (DC 19), plant, smash 2d8+17; AL evil; SV
  Fort +17, Ref +4, Will +7; AP 0; Rep +0; Str 37, Dex 8, Con 25,
  Int 2, Wis 15, Cha 12.
  Skills: Hide –6 (+10 in forested areas), Intimidate +4,
  Listen +5, Spot +5.
  Feats: None.
  DROP BEAR
  Although the Australian government officially denies the
  existence of the drop bear, this bloodthirsty cousin of the
  peaceful koala is the scourge of Australia’s parks and forests.
  Named for their preferred mode of attack—hurtling down
  from the shelter of trees onto the heads of unsuspecting
  creatures—drop bears are responsible for dozens of deaths
  each year, and that number climbs with each passing season.
  Although drop bears traditionally feed on rabbits, the
  decline in the rabbit population has caused them to turn to
  a more plentiful food source—humans.
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  The minor differences between a drop bear and a koala
  are discernable only to trained naturalists. A drop bear
  can even imitate the sleepy demeanor of its genetic
  cousins as a sort of behavioral camouflage. Because drop
  bears can so easily be mistaken for koalas, roughly one-
  third of all fatalities from drop bear attacks occur when
  well-meaning tourists try to pose with the creatures for
  souvenir photographs.
  Australia’s recent tourism marketing has spawned an
  internal government conspiracy to disavow the existence
  of drop bears. The tourist industry certainly can’t sell visi-
  tors on the idea of coming to Australia if it becomes known
  that vicious wild animals masquerading as cuddly koalas
  routinely kill humans there. Australian officials are aware
  that certain chemical repellants are effective in discourag-
  ing drop bear attacks, but forestry service rangers are for-
  bidden by law from explaining exactly why they so heartily
  recommend it. 
  A drop bear prefers to initiate combat by pouncing on an
  unsuspecting foe. Thereafter, it uses its teeth and claws to
  tear at its prey.
  Species Traits
  Scent (Ex): This ability allows a drop bear to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern
  Roleplaying Game for details.
  Stealthy Pounce (Ex): If a drop bear
  leaps upon a flat-footed foe, it can make
  a full attack even if it has already taken a
  move action.
  Drop Bear: CR 1; Medium-size animal; HD
  2d8+4; hp 13; Mas 14; Init +2; Spd 30 ft.,
  climb 20 ft.; Defense 14, touch 12, flat-
  footed 12 (+2 Dex, +2 natural); BAB +1;
  Grap +4; Atk +4 melee (1d6+4, bite); Full
  Atk +4 melee (1d6+4, bite) and –1 melee
  (1d4+2, 2 claws); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ low-light vision, scent, stealthy
  pounce; AL none; SV Fort +5, Ref +5,
  Will +1; AP 0; Rep +0; Str 16, Dex 14,
  Con 14, Int 3, Wis 13, Cha 6.
  Skills: Balance +5, Climb +6, Hide +5,
  Move Silently +5, Spot +3.
  Feats: None.
  Advancement: 3–5 HD (Medium-size);
  6–8 HD (Large).
  ELOHIM
  The elohim are inscrutable beings of fire.
  Their origin is unknown, but strong evi-
  dence suggests that they have existed on
  Earth for millennia. In fact, researchers
  speculate that the gods, angels, devils, de-
  mons, and transcended beings described
  in the histories of many world religions
  may actually have been elohim. If so, it is likely that these
  creatures were at one time much more populous than they
  are now, and that they operated more openly in human
  society. Today, elohim sightings are rare, though reports of
  encounters with “beautiful aliens” and “angels” are reported
  relatively often.
  An elohim looks like a tall, stunningly beautiful human of
  any race. No physical differences mark an elohim as a differ-
  ent species, though its unusual grace of carriage and stunning
  beauty make it stand out in the company of humans.
  Egotistical and vain, elohim are nonetheless quite charis-
  matic. Because of their incredible beauty and well-devel-
  oped skills, most people find their superior air both
  justifiable and charming. Thus, these creatures are most
  often found in the highest social strata of any culture in
  which they choose to live. As top-level executives, highly
  successful lawyers, drug lords, models, and movie stars,
  elohim live high-power and high-profile lives.
  In ancient times, elohim frequently set themselves up as
  kings, emperors, angels, or gods. They used humans to play
  petty games of control and power with little thought for
  how their actions might affect the world. At some point,
  however, the elohim were betrayed by one of their own.
  Their true nature and activities were revealed to humans,
  who formed secret societies for the sole purpose of rooting
  out and destroying them. When the elohim began to suffer
  great losses, they knew a traitor lurked in their midst, but
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  CREATURES
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  34
  they could not decide who it was. Once a unified race, the
  elohim fell to infighting, and their combined losses in bat-
  tles with both humans and each other eventually caused
  them to lose their grip on the world.
  The elohim hid for a long time thereafter, unwilling to
  put their lives at risk by taking significant roles in human
  affairs. Eventually, the secret societies once dedicated to
  their destruction died out or lost their focus, becoming
  associations of mystics. Histories of the elohim’s activities
  passed into the realm of legend and myth, but suspicion and
  distrust still run rampant among the elohim, and they
  remain divided and contentious today. Because they are no
  longer united, they cannot control humankind as they once
  did. However, if these creatures can expunge the traitors
  within their ranks and quash the humans’ token resistance,
  they may yet reign supreme again.
  Although elohim can use most human weapons, they
  prefer to assume their fire forms and fight with their flame
  swords if seriously threatened.
  Species Traits
  Elemental: An elohim has the traits and immunities
  common to elementals.
  Fear Aura (Su): When in its fire form (see below), an
  elohim projects an aura of righteous wrath that is fearsome
  to behold. Each creature within 30 feet must succeed on a
  Will save (DC 10 + 1/2 the elohim’s Hit Dice + its Charisma
  modifier) or cower until the elohim moves out of range,
  until it stops using its fire form ability, or until 10 rounds
  have elapsed. Thereafter, the creature is shaken for 24 hours.
  A creature that makes a successful saving throw or has
  stopped cowering after a failure is immune to that elohim’s
  fear aura for 24 hours. 
  Fire Form (Ex): At will, an elohim can assume fire form,
  changing its body and equipment into a pillar of living,
  semisolid flame. In this form, the elohim can use its flame
  shield ability and swing its flame sword normally, but any
  normal, unattended objects it touches immediately catch
  on fire. Any creature that touches or is touched by an
  elohim in fire form takes 2d6 points of fire damage; a suc-
  cessful Reflex save (DC 10 + 1/2 the elohim’s Hit Dice + its
  Charisma modifier) halves the damage. A creature that grap-
  ples with an elohim in this form takes 4d6 points of fire
  damage per round of grappling (no saving throw). In fire
  form, the elohim can deal an extra 2d6 points of fire damage
  to an opponent with a successful unarmed attack, though it
  usually prefers to use its flame sword. An elohim in fire form
  can fly at a speed of 60 feet with perfect maneuverability,
  and it gains damage reduction 10/+1 and a +10 circumstance
  bonus on Escape Artist checks. Assuming fire form or revert-
  ing to human form requires a full-round action. An elohim
  that is killed or knocked unconscious while in fire form
  instantly reverts to its human form.
  Fire Subtype (Ex): Elohim are immune to fire damage
  and take 50% more damage from cold attacks.
  Flame Shield (Su): At will as an attack action, an
  elohim can summon a shield of semisolid fire that floats
  near its body. This shield grants the creature a +2 bonus to
  Defense, and any adjacent foe that makes a melee attack
  against the elohim takes 1d6 points of fire damage from
  the shield.
  If desired, the elohim can use an attack action to send the
  flame shield hurtling toward a foe up to 100 feet away with
  no range penalty. On a successful ranged touch attack, the
  shield deals 3d6 points of fire damage to the designated foe;
  a successful Reflex save (DC 10 + 1/2 the elohim’s Hit Dice +
  the elohim’s Charisma modifier) halves the damage. The
  elohim loses the shield’s other benefits, and the shield itself
  disappears.
  Flame Sword (Su): At will as a free action, an elohim can
  summon forth a greatsword made of semisolid fire. The
  elohim must use both hands to wield this weapon, which
  deals 2d6 points of damage and 3d6 points of fire damage
  on a successful hit. The sword threatens a critical hit on a
  roll of natural 20 and deals double damage on a confirmed
  critical hit. Should the weapon leave the hands of the
  elohim, it vanishes in a puff of smoke.
  Telepathy (Su): An elohim can speak telepathically to
  any other creature within 100 feet. Its telepathic words are
  comprehensible to any intelligent creature, even if the
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  creature and the elohim share no common language. An
  elohim cannot read thoughts, so any creature that receives
  a telepathic message from an elohim must respond ver-
  bally in a language that the latter can understand in order
  to converse.
  Elohim: CR 8; Medium-size elemental (fire); HD 7d8+21; hp
  52; Mas —; Init +1; Spd 30 ft., fly 60 ft. (perfect; fire form
  only); Defense 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  or 17, touch 11, flat-footed 16 (+1 Dex, +4 natural, +2 flame
  shield); BAB +5; Grap +6; Atk +6 melee (2d6+1 plus 3d6 fire,
  flame sword) or +6 ranged touch (3d6 fire, flame shield); Full
  Atk +6 melee (2d6+1 and 3d6 fire, flame sword) or +6 ranged
  touch (3d6 fire, flame shield); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  damage reduction 10/+1 (fire form only), darkvision 60 ft.,
  elemental, fear aura (DC 17), fire form (DC 17), fire subtype,
  flame shield (DC 17), flame sword, telepathy; AL elohim or
  any, evil; SV Fort +5, Ref +6, Will +4; AP 0; Rep +0; Str 12,
  Dex 13, Con 16, Int 14, Wis 15, Cha 19.
  Skills: Bluff +10, Diplomacy +10, Gather Information +10,
  Intimidate +10, Investigate +8, Read/Write English, Read/
  Write Language (any two), Research +8, Search +4, Speak
  English, Speak Language (any two). 
  Feats: Archaic Weapons Proficiency, Personal Firearms
  Proficiency, Simple Weapons Proficiency.
  Advancement: By character class.
  Elohim Charismatic Hero 4: CR 12; Medium-size elemental
  (fire); HD 7d8+21 plus 4d6+12; hp 78; Mas —; Init +1; Spd 30 ft.,
  fly 60 ft. (perfect; fire form only); Defense 17, touch 12, flat-
  footed 16 (+1 Dex, +4 natural, +1 class, +1 equipment) or 19,
  touch 12, flat-footed 18 (+1 Dex, +4 natural, +1 class, +1 equip-
  ment, +2 flame shield); BAB +7; Grap +8; Atk +8 melee (2d6+2
  plus 3d6 fire, flame sword) or +9 ranged (2d6, HK MP5) or +8
  ranged touch (3d6 fire, flame shield); Full Atk +8/+3 melee
  (2d6+2 plus 3d6 fire, flame sword) or +9/+4 ranged (2d6, HK
  MP5) or +8 ranged touch (3d6 fire, flame shield); FS 5 ft. by 5
  ft.; Reach 5 ft; SQ damage reduction 10/+1 (fire form only),
  darkvision 60 ft., elemental traits, fear aura (DC 20), fire
  form (DC 20), fire subtype, flame shield (DC 20), flame
  sword, telepathy; AL evil, elohim or any; SV Fort +7, Ref +8,
  Will +5; AP 2; Rep +5; Str 12, Dex 13, Con 16, Int 14, Wis 15,
  Cha 20.
  Skills: Bluff +18, Diplomacy +18, Gather Information +15,
  Intimidate +16, Investigate +8, Profession +9, Read/Write
  (English), Read/Write (Spanish), Research +8, Search +4,
  Speak (English), Speak (Spanish).
  Feats: Archaic Weapons Proficiency, Burst Fire, Personal
  Firearms Proficiency, Renown, Simple Weapons Proficiency,
  Trustworthy.
  Talents (Charismatic Hero): Coordinate, fast-talk. 
  Possessions: Light undercover shirt, HK MP5, 60
  rounds of 9mm ammunition (2 magazines), cell phone,
  PDA, briefcase. 
  ETOILE
  Named for their appearance by the French monks who dis-
  covered them, the etoile are a far cry from the celestial
  creatures that the monks first thought they were.
  An etoile resembles nothing so much as a deadly Christ-
  mas ornament. Approximately 1 foot tall and 6 inches
  wide, the spindle-shaped body of an etoile consists of
  shining metal tines and blades. Three of these tines are
  actually extendable tentacles fitted with surprisingly
  dexterous pincers.
  The inoffensive appearance of the etoile belies the
  species’ expansionist designs. These creatures seek nothing
  less than domination of Earth and the enslavement of the
  human race. The etoile spend their time studying the mili-
  tary capability of nations around the world, infecting
  humans and other intelligent creatures with a transforming
  virus and using their slaves to cripple military science and
  stunt advances in scientific technology. Many who know
  of the etoile theorize that they came to Earth to prepare
  it for invasion; others believe the etoile are themselves the
  invasion force.
  An etoile is a natural power source, constantly generating
  electricity by drawing electrons from the surrounding area.
  The creatures can directly supply power to devices that
  require it and operate them independently. Multiple etoile
  can increase the power available in direct proportion to
  their number. In theory, if enough etoile worked together,
  they could generate power for a whole city, though the
  etoile have no such benefits in mind.
  Although their ability to manipulate electricity makes
  etoile similar to jynxes (see the “Jynx” entry later in this
  chapter), the two species have entirely different purposes
  and are deadly enemies—each takes great pains to destroy
  the other when they meet. Whether this enmity stems from
  a time before both species came to Earth or from encoun-
  ters after their arrival, no one can say. The etoile are silent
  on the matter, and the jynxes keep changing their story.
  In combat, an etoile attacks with its pincers, jolting its
  foes with electricity in the process. It chooses victims to
  infect with the transforming virus carefully and with an eye
  toward advancing its agenda.
  Species Traits
  Device Operation (Ex): At will as an attack action, an
  etoile can turn on any machine powered by electricity with
  a touch, even if the device usually requires a key, a passcode,
  or other security bypass to activate. If the object lacks a
  power source, it operates for only 1 round after activation. If
  desired, an etoile can supply continuous power to operate
  an unpowered device. To do so, it must keep all three pin-
  cers in contact with the device, and it can do nothing else
  except move (assuming it can lift the device). A single etoile
  generates enough power to continuously operate a desktop
  computer. Multiple etoile supplying power to the same
  device increase the available power in direct proportion to
  their number; that is, doubling the number of etoile doubles
  the available power, tripling it triples the power, and so on. 
  Electric Shock (Ex): When an etoile hits with a melee or
  melee touch attack, it can choose to shock its foe for an
  additional 1d6 points of electricity damage as a free action.
  Electricity Immunity (Ex): Etoile are immune to
  electricity.
  Elemental: An etoile has the traits and immunities
  common to elementals.
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  Mechanical Healing (Ex): An etoile cannot heal nor-
  mally. To regain hit points lost to damage, it must either be
  repaired like a mechanical device or devour the corpse of
  one of its own kind. 
  All the normal rules for healing via the Treat Injury skill
  can be applied to an etoile, but a Repair check rather than a
  Treat Injury check is required. Any creature (including an
  etoile) without a mechanical repair kit takes a penalty on
  Repair checks, just as a character lacking a first aid kit would
  when making Treat Injury checks.
  Alternatively, an etoile can consume the body of a dead
  etoile to heal itself. This process requires an available etoile
  corpse and three full-round actions. As soon as consump-
  tion is complete, the etoile regains all lost hit points and
  heals all ability damage.
  Nannite Infection (Ex): Through a process as yet
  unknown, an etoile naturally produces microscopic
  machines known as nannites within its body. Once per day
  as a free action, it can inject these nannites into a foe it has
  damaged with a pincer. The nannites function as a disease,
  attacking the host creature’s DNA and transforming its
  structure and psychology over time.
  A creature injected with nannites must immediately
  make a Fortitude save (DC 10 + 1/2 the etoile’s Hit Dice +
  its Intelligence modifier). On a successful save, the crea-
  ture’s body fights off the
  infection, destroying the
  nannites in the process.
  On a failed save, the creature immediately takes 1 point of
  Dexterity damage and 1 point of Wisdom damage. Each
  day thereafter, the creature must succeed on a new Forti-
  tude save at the same DC or take 1d3 points of Dexterity
  damage and 1d3 points of Wisdom damage. Two successful
  saving throws in a row indicate that the creature has
  fought off the nannite infection, but any damage already
  taken must heal normally. If an infected creature has an
  Intelligence score of at least 6 and either its Dexterity or
  its Wisdom score is reduced to 0 by the disease, it is trans-
  formed into a sand slave. Such a creature immediately
  gains the sand slave template (see the “Sand Slave” entry
  later in the chapter), and all ability damage previously
  dealt by the disease is healed. Thereafter, the new sand
  slave is a servant of all etoile and can no longer be cured
  of the nannite infection.
  Nannite infection has no visible symptoms, and many
  confuse its debilitating effects with drunkenness or drug
  use. However, microscopic study of an infected creature’s
  blood or high-resolution x-rays can reveal the nannites and
  the alterations they have created in its body structure (see
  the “Sand Slave” entry for more information).
  A creature other than an etoile using the Treat Injury skill
  to treat the disease takes a –10 penalty on Treat Injury
  checks unless it also has at least 5 ranks in both Knowledge
  (technology) and Knowledge (physical sciences), or 5 ranks
  in Disable Device.
  Etoile are immune to nannite infection.
  Telepathy (Ex): Though it cannot pro-
  duce sounds, an etoile can communicate
  its thoughts and desires to any creature
  within 200 feet that it can see, regardless
  of intervening matter such as glass. The
  target creature “hears” the etoile’s thoughts
  in whatever language it can most easily
  understand. However, it cannot communicate
  thoughts back to the etoile unless it also has
  telepathy. Etoile do not normally know any lan-
  guages other than their own thought-speech, so they
  often rely on their human agents to act as interpreters.
  Etoile: CR 2; Tiny elemental (air, earth); HD 3d8+3;
  hp 16; Mas —; Init +3; Spd fly 40 ft. (perfect); Defense 23,
  touch 15, flat-footed 20 (+2 size, +3 Dex, +8 natural);
  BAB +2; Grap –8; Atk +7 melee (1d3–2 plus 1d6 electric-
  ity, pincer); Full Atk +7 melee (1d3–2 plus 1d6 electricity,
  3 pincers); FS 2 1/2 ft. by 2 1/2 ft.; Reach 5 ft; SQ darkvi-
  sion 60 ft., device operation, electric shock, electricity
  immunity, elemental, mechanical healing, nannite infec-
  tion (DC 16), telepathy; AL etoile, evil; SV Fort +4, Ref +6,
  Will +2; AP 0; Rep +0; Str 7, Dex 16, Con 12, Int 20, Wis 13,
  Cha 11.
  Skills: Computer Use +13, Craft (electrical) +13, Craft
  (mechanical) +13, Demolitions +9, Disable Device +13, Knowl-
  edge (technology) +11; Repair +13, Treat Injury +7.
  Feats: Builder, Cautious, Gearhead, Surgery, Weapon
  Finesse (pincer).
  Advancement: By character class.
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  37
  Etoile Techie 5: CR 7; Tiny elemental (air, earth); HD 3d8+3
  plus 5d6+5; hp 38; Mas —; Init +3; Spd fly 40 ft. (perfect);
  Defense 26, touch 18, flat-footed 23 (+2 size, +3 Dex, +8 nat-
  ural, +3 class); BAB +4; Grap –5; Atk +9 melee (1d3–1 plus 1d6
  electricity, pincer); Full Atk +9 melee (1d3–1 plus 1d6 elec-
  tricity, 3 pincers); FS 2 1/2 ft. by 2 1/2 ft.; Reach 5 ft; SQ
  darkvision 60 ft., device operation, electric shock, electric-
  ity immunity, elemental, mechanical healing, nannite infec-
  tion (DC 19), telepathy; AL etoile, evil; SV Fort +7, Ref +7,
  Will +3; AP 2; Rep +2; Str 8, Dex 16, Con 12, Int 20, Wis 13,
  Cha 11.
  Skills: Computer Use +18, Craft (electrical) +18, Craft
  (mechanical) +18, Demolitions +14, Disable Device +18,
  Knowledge (earth and life sciences) +10, Knowledge (physi-
  cal sciences) +10, Knowledge (technology) +16, Read/Write
  English, Read/Write Japanese, Research +13; Repair +18, Treat
  Injury +7.
  Feats: Builder, Cautious, Defensive Martial Arts, Educated
  (Knowledge [physical sciences], Knowledge [technology]),
  Gearhead, Surgery, Weapon Finesse (pincer).
  Class Features (Techie): Build robot, extreme machine,
  jury-rig +2, mastercraft.
  Possessions: Tiny robot (wheeled, 10 ranks in Disable
  Device), Diminutive robot (wheeled, 10 ranks in Demolitions).
  FIEND
  Otherworldly beings of terrible power, fiends are physical
  manifestations of evil and corruption that exist to inflict
  pain, fuel hatred, or spread despair. They are universally vio-
  lent, greedy, and perverse. Their greatest pleasure is to
  tempt mortals to become as depraved as they are.
  Fiends appear in countless forms, although their physical
  characteristics often reflect some sin or other vile aspect.
  Species Traits
  Fiends share the following traits:
  Darkvision (Ex): Fiends have darkvision out to a range of
  60 feet. Darkvision is black and white only, but it is other-
  wise like normal sight, and a fiend can function with no light
  at all.
  Allegiances: All fiends have a primary allegiance to evil.
  Fiends may also have an allegiance to either chaos or law.
  Weapon and Armor Proficiency: Fiends receive either
  Archaic Weapons Proficiency or Simple Weapons Profi-
  ciency as a bonus feat. They are proficient with their natu-
  ral weapons and any weapon mentioned in their entries.
  Fiends noted for wearing armor gain the bonus feat Armor
  Proficiency with whatever type of armor they are accus-
  tomed to wearing (light, medium, heavy), as well as all
  lighter types.
  Languages: Fiends can speak Abyssal (the language of
  demons) and a number of additional languages equal to
  their Intelligence bonus. Fiends with an Intelligence of 8 or
  higher can also read and write these languages.
  Special: Fiends cannot be raised from the dead.
  Baal (Unique Archfiend)
  The archfiend Baal feeds on the corruption of mortals who
  hunger for wealth and power. As the gap between rich and
  poor grows ever wider, Baal grows ever more powerful. In
  this age of nearly limitless corporate expansion and official
  policies that favor greed and dehumanization, his power is
  at an all-time high.
  In his normal form, Baal is a slim, black-skinned humanoid
  with blazing yellow eyes. His face is handsome, though his
  mouth has a cruel set. A pair of short, curving horns juts
  from his forehead. In his human form, he moves among
  humans in the guise of a corporate power broker known as
  James Ball. In this form, he looks like a trim and fit middle-
  aged human male with dark hair, penetrating blue eyes, and
  a remarkably handsome visage.
  A confidante of CEOs and an advisor to heads of state,
  Ball is the perfect role model for wealthy and ambitious
  people all over the world. Witty, urbane, and irresistible
  to anyone he so much as winks at, Ball travels the world,
  dispensing words of wisdom and encouragement in count-
  less corporate boardrooms. In some circles, a private audi-
  ence with James Ball is worth more than a benediction
  from the Pope.
  KK
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  The archfiend’s goal is nothing short of world domina-
  tion. By creating a vast disparity between the rich and the
  poor, he plans to divide society into two classes—wage
  slaves and their corporate masters—with himself ruling
  the rulers. Baal approaches his goal by dangling the promise
  of limitless riches as a reward for depleting natural
  resources, slashing the workforce, and sacrificing personal
  ethics. Should any major corporation show signs of human-
  itarianism, he judiciously plants agents within it to sow the
  seeds of destruction while pitting other corporate empires
  against it. In this way, Baal slowly turns the world’s movers
  and shakers into his servants.
  Alternate Form (Su): At will as a free action, Baal can
  assume the form of a human male or revert to his normal
  form. He can retain either form indefinitely.
  Aura of Greed (Su): Once per day as a free action, Baal
  can create an aura of greed extending out from his body in
  a 20-foot radius. Except as noted here, the effect functions
  like the psionic power domination (manifester level 10th).
  Each creature within this area must make a successful Will
  save (DC 21) or be overcome with greed. A creature that fails
  its saving throw must immediately attack another random
  creature within 60 feet (possibly even Baal himself) and
  attempt to take its valuables. If no target is within reach, the
  affected creature must move toward a randomly chosen
  target it can see and attack it as soon as possible. This effect
  is Charisma-based and lasts for 1d4 rounds. As a move
  action, Baal can specify one creature for other affected
  creatures to attack instead of allowing random targeting. In
  this case, the Will save DC drops to 15.
  Damage Reduction 10/+2 (Su): Baal ignores the first 10
  points of damage dealt by any weapon with a magical
  bonus lower than +2. In campaigns without magic weapons,
  the GM can either disregard Baal’s damage reduction or
  apply it only to certain types of weapons (ballistic, bludg-
  eoning, piercing, slashing, or sonic/concussion).
  Fear Aura (Su): At will as a free action, Baal can create an
  aura of fear in a 20-foot radius around himself. This effect is
  otherwise identical to that of a fear spell (caster level 10th;
  Will DC 21). A creature that succeeds on the saving throw
  cannot be affected again by Baal’s fear aura for 24 hours.
  Immunities (Ex): Baal is immune to fire and poison.
  Resistances (Ex): Baal has cold resistance 20 and
  electricity resistance 20.
  Spell-Like Abilities: At will—augury, bane, bestow
  curse, command, comprehend languages, confusion,
  detect magical aura, discern lies, dispel magic, enhance
  ability, faith’s fury, fireball, flaming projectiles, flaming
  wrath, greater command, hold monster, inflict critical
  wounds, inflict light wounds, inflict moderate wounds,
  inflict serious wounds, knock, mass inflict light wounds,
  passwall, prestidigitation, read magic, see invisibility,
  telekinesis, true seeing, wall of fire. Caster level 10th; save
  DC 17 + spell level.
  Baal, Charismatic Hero 10/Negotiator 8: CR 25; Huge
  outsider; HD 8d8+80 plus 10d6+100 plus 8d8+80; hp 367;
  Mas 31; Init +4; Spd 30 ft., fly 80 ft. (poor); Defense 34, touch
  12, flat-footed 30 (–2 size, +4 Dex, +6 class, +16 natural); BAB
  +19; Grap +36; Atk +26 melee (2d6+9, claw); Full Atk +26
  melee (2d6+9, 2 claws), or +26/+21/+16/+11 melee (by
  weapon), or +22/+17/+12/+7 ranged; FS 10 ft. by 5 ft.; Reach
  10 ft.; SQ alternate form, aura of greed, conceal motive,
  damage reduction 10/+2, darkvision 120 ft., fear aura,
  immune to fire and poison, no sweat, react first, resistances,
  sow distrust, spell-like abilities, talk down several oppo-
  nents; AL evil, law; SV Fort +25, Ref +17, Will +24; AP 8; Rep
  +11; Str 28, Dex 19, Con 31, Int 30, Wis 24, Cha 25.
  Occupation: Entrepreneur.
  Skills:, Bluff +44, Computer Use +18, Concentration +16,
  Diplomacy +44, Forgery +16, Gamble +26, Gather Informa-
  tion +28, Intimidate +43, Knowledge (arcane lore) +29,
  Knowledge (behavioral sciences) +34, Knowledge (business)
  +46, Knowledge (civics) +46, Knowledge (current events)
  +40, Knowledge (history) +24, Knowledge (technology) +18,
  Knowledge (theology and philosophy) +16, Listen +13,
  Profession +41, Read/Write Abyssal, Read/Write Arabic,
  Read/Write Dutch, Read/Write English, Read/Write
  French, Read/Write German, Read/Write Greek, Read/
  Write Italian, Read/Write Japanese, Read/Write Russian,
  Read/Write Spanish, Research +19, Sense Motive +32, Speak
  Abyssal, Speak Arabic, Speak Dutch, Speak English, Speak
  French, Speak German, Speak Greek, Speak Italian, Speak
  Japanese, Speak Russian, Speak Spanish, Spot +13.
  Feats: Archaic Weapons Proficiency, Cleave, Confident,
  Deceptive, Educated, Frightful Presence, Iron Will, Personal
  Firearms Proficiency, Power Attack, Renown, Simple Weap-
  ons Proficiency, Sunder, Trustworthy, Windfall (×4).
  Talents (Charismatic Hero): Charm (males), coordinate,
  favor, greater inspiration, inspiration.
  Possessions: Vast personal and corporate wealth, collec-
  tion of ancient Middle Eastern religious artifacts.
  Fleshraker (Knife Fiend)
  A fleshraker is obsessed with knives and cutting implements
  of all kinds. This merciless killer prowls the city streets in
  search of prey and leaves behind horribly mutilated corpses. 
  A fleshraker is a human-shaped creature that stands 6
  feet tall and weighs 175 pounds. It fits the classic description
  of a demon, with an elongated face, pitch-black eyes, and
  red, scaly skin. Its mouth, which is usually pulled back in a
  manic grin, is filled with needlelike teeth, and its tongue can
  extend nearly a foot. Two small, sharp, curved horns jut
  from its forehead. 
  Once it enters the normal world, a fleshraker must take a
  human life every day. It usually lurks in the streets, wearing
  normal clothes and a high-collared coat and hat to disguise
  its unusual features. 
  A fleshraker prefers to prey on weak and isolated indi-
  viduals. It takes great pleasure in tormenting and toying
  with its victim, preferring to inflict several small cuts that
  bleed profusely before closing in for the final slash. A
  fleshraker happily uses swords and axes if such are avail-
  able, but it prefers knives and razors, often carrying more
  than a dozen on its person. The fiend disdains the use of
  other weapons and fights barehanded only if sorely
  pressed. If completely disarmed or confronted by a well-
  armed force, it attempts to flee.
  Bonus Feat: A fleshraker gains Archaic Weapons
  Proficiency as a bonus feat.
  CREATURES
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  39
  Damage Reduction 10/Ballistic (Ex): A fleshraker
  ignores the first 10 points of damage dealt by any non-
  ballistic weapon.
  Death Hunger (Ex): A fleshraker that goes 24 hours
  without killing a human suffers 1d4 points of Constitution
  damage. This damage cannot be restored until the
  fleshraker kills a human, at which point the ability damage
  heals normally.
  Fire Resistance 20 (Ex): A fleshraker ignores the first 20
  points of damage from any attack that deals fire damage.
  Immunities (Ex): A fleshraker is immune to slashing and
  piercing weapons.
  Wounding Weapon (Su): Any slashing weapon wielded
  by a fleshraker can inflict terrible wounds that bleed pro-
  fusely. In addition to the normal damage the weapon deals,
  the target takes 1 point of damage that round and each sub-
  sequent round from bleeding. Multiple wounds from a
  wounding weapon result in cumulative bleeding loss (two
  wounds for 2 points of damage per round, and so on). A suc-
  cessful Treat Injury check (DC 15) or the application of any
  cure spell stops the bleeding. The weapon does not retain
  this ability outside the grasp of a knife fiend, although any
  bleeding wounds it has inflicted continue to bleed if the
  fleshraker is disarmed.
  Fleshraker (knife fiend): CR 3; Medium-size outsider;
  HD 4d8+8; hp 26; Mas 14; Init +4; Spd 30 ft.; Defense 24,
  touch 14, flat-footed 20 (+4 Dex, +9 natural, +1 leather
  jacket); BAB +4; Grap +5; Atk +9 melee (1d4+1/19–20, knife);
  Full Atk +9 melee (1d4+1/19–20, knife) or +9 ranged
  (1d4+1/19–20, knife); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ damage
  reduction 10/ballistic, darkvision 60 ft., fire resistance 20,
  immunities, wounding weapon; AL evil, chaos; SV Fort +6,
  Ref +8, Will +5; AP 0; Rep +0; Str 12, Dex 18, Con 14, Int 14,
  Wis 12, Cha 10.
  Skills: Balance +8, Bluff +4, Disguise +4, Escape Artist +8,
  Hide +8, Knowledge (arcane lore) +6, Knowledge (behavioral
  science) +6, Listen +5, Move Silently +8, Read/Write
  Abyssal, Read/Write English, Read/Write Latin, Speak Eng-
  lish, Speak Abyssal, Speak Latin, Spot +5.
  Feats: Archaic Weapons Proficiency, Simple Weapons
  Proficiency, Weapon Finesse (knife), Weapon Focus (knife).
  Possessions: Leather jacket, casual outfit, hat, 12 knives.
  Advancement: By character class.
  Fleshraker Fast Hero 3: CR 6; Medium-size outsider; HD
  4d8+8 plus 3d8+4; hp 43; Mas 14; Init +8; Spd 30 ft.; Defense
  28, touch 21, flat-footed 24 (+4 Dex, +9 natural, +4 class, +1
  leather jacket); BAB +6; Grap +5; Atk +11 melee (1d4+1/19–20,
  knife); Full Atk +11/+6 melee (1d4+1/19–20, knife) or +11/+6
  ranged (1d4+1/19–20, knife); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  damage reduction 10/ballistic, darkvision 60 ft., death
  hunger, fire resistance 20, immunities, wounding weapon; AL
  evil, chaos; SV Fort +6, Ref +11, Will +6; AP 1; Rep +1; Str 12,
  Dex 18, Con 14, Int 14, Wis 12, Cha 10.
  Skills: Balance +10, Bluff +7, Disguise +7, Escape Artist +10,
  Hide +11, Knowledge (arcane lore) +6, Knowledge (behavioral
  science) +6, Listen +6, Move Silently +11, Read/Write
  Abyssal, Read/Write English, Read/Write Latin, Speak
  English, Speak Abyssal, Speak Latin, Spot +6.
  Feats: Archaic Weapons Proficiency, Dodge, Improved Ini-
  tiative, Simple Weapons Proficiency, Weapon Finesse (knife),
  Weapon Focus (knife).
  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Possessions: Leather jacket, casual outfit, hat, 12 knives.
  Harriken (Headsnatcher Fiend)
  The harriken resembles a 6-foot-tall human with pale bluish
  skin and a slender but well-muscled frame clad in tight-fit-
  ting black leather fitted with numerous buckles, hooks, and
  strange clasps. Its demonic head is hairless and covered with
  small horns. A harriken can detach its head from its body
  and replace it with the decapitated head of any humanoid
  creature. In so doing, it can assume the dead creature’s form.
  To kill a harriken, one must destroy its head. While wear-
  ing the head and assuming the form of another creature, a
  harriken will usually entrust its detached head to loyal
  underlings or hide it somewhere safe.
  Attach Head (Ex): As an attack or move action, a har-
  riken can attach a head (either its own detached head or the
  severed head of any Medium-size humanoid creature) to its
  headless body. It gains the visual, auditory, and olfactory
  senses of the creature whose head it wears; if the creature
  had low-light vision, for instance, the harriken gains this
  ability for as long as the head is worn.
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  40
  CREATURES
  The creature
  from which the
  head is taken must
  have died within the
  past 24 hours; otherwise,
  any attempt by the harriken
  to graft the head onto its body
  fails.
  Body Blindsight (Ex): A harriken’s headless body can
  sense its surroundings as though it has the blindsight ability
  (see the d20 Modern Roleplaying Game, page 226) with
  a range of 30 feet. However, without its own head, the
  harriken loses its darkvision.
  Detach Head (Ex): As an attack or move action, a harriken
  can detach the head (either its own head or the severed head
  of any Medium-size humanoid creature) from its body.
  Disguise Self (Su): The harriken can assume the appear-
  ance of a specific Medium-size humanoid creature by
  attaching the creature’s severed head to its body. The
  illusion lasts as long as the head remains attached. The har-
  riken does not gain any of the creature’s abilities, manner-
  isms, or knowledge, but it gains a +10 bonus on Disguise
  checks. Other creatures get a Will save (DC 10 + 1/2 the har-
  riken’s Hit Dice + its Charisma modifier) to pierce the illu-
  sion if they interact with it (such as by touching the
  harriken and having that sensory input not match what
  they see). A true seeing spell reveals the harriken’s actual
  horrific appearance.
  Electrical Rejuvenation (Ex): A harriken is immune to
  electricity. Furthermore, it heals 1 point of damage for
  every die of electricity damage it would take normally. For
  example, a 6d6 lightning bolt heals 6 points of damage to
  the harriken.
  Fire Resistance 10 (Ex): A harriken ignores the first 10
  points of damage from any attack that deals fire damage.
  Indestructible Body (Su): While its head is attached to
  its body, a harriken can be killed. However, if its head is
  detached, the body stops taking damage when reduced to 1
  hit point. Any damage
  dealt to the body that
  would knock it below 1 hit
  point is ignored. If the har-
  riken’s detached head is found
  and destroyed (Defense 7; hp 5),
  the harriken’s body is instantly slain.
  Telepathy (Su): A harriken can com-
  municate telepathically with any crea-
  ture within 100 feet that has a language.
  Harriken (headsnatcher fiend): CR 4; Medium-size
  outsider; HD 4d8+4; hp 22; Mas 13; Init +0; Spd 30 ft.;
  Defense 21 (+9 natural, +2 leather armor), touch 10, flat-
  footed 21; BAB +4; Grap +5; Atk +5 melee (1d6+1, slam) or +5
  melee (1d8+1/19–20, longsword); Full Atk +5 melee (1d6+1,
  slam) or +5 melee (1d8+1/19–20, longsword) or +4 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ Attach head, body blindsight,
  darkvision 60 ft., detach head, disguise self (DC 15), electri-
  cal rejuvenation, fire resistance 10, indestructible body,
  telepathy; AL evil; SV Fort +5, Ref +4, Will +6; AP 0; Rep +0;
  Str 13, Dex 11, Con 13, Int 16, Wis 15, Cha 16.
  Skills: Bluff +10, Disguise +10 (+20 when using disguise
  self ability), Hide +6, Intimidate +9, Listen +6, Move Silently
  +6, Read/Write Abyssal, Read/Write Languages (any three),
  Sense Motive +6, Speak Abyssal, Speak Languages (any
  three), Spot +6.
  Feat: Heroic Surge (1/day).
  Advancement: By character class.
  Jumping Jack (Blood Fiend)
  The jumping jack first appeared in 1837, just outside London,
  England. At that time, it was known as the Spring-Heeled
  Jack. Garbed in outré clothing and breathing blue fire, it ter-
  rorized women, taunted policemen, and harassed coach
  drivers. The creature vanished for a few years at the end of
  the decade, then reappeared in the 1840s, the 1850s, and the
  1870s. Encounters with the jumping jack in England seemed
  to end in 1904, but several similar sightings occurred in the
  United States during the 1970s.
  This unique creature always appears as a tall, athletically
  built human male wearing tight oilskin or leather clothing. It
  has pointed ears and typically sports a pointed goatee, and
  its protruding eyes blaze with an eerie red flame, as though
  lit by the fires of hell. In some descriptions, a pair of small
  horns grows from its forehead.
  The jumping jack considers itself something of a sports-
  man. Its “sport” consists of hunting humans—terrifying them
  into running, and then pursuing them until they collapse.
  The jumping jack slashes at its panicked victims with its
  razor-sharp claws and laughs uproariously at their screams.
  When pursued by the authorities or other courageous indi-
  viduals, the jumping jack leads them on a merry chase,
  howling with glee at their vain efforts to apprehend it.
  Breath Weapon (Su): Once every 1d4 rounds, the jump-
  ing jack can breathe a 15-foot cone of fire. Each creature in
  the area takes 2d6 points of fire damage; a successful
  Reflex save (DC 10 + 1/2 the jumping jack’s Hit Dice + its
  Constitution modifier) halves the damage.
  JA
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  41
  CREATURES
  Damage Reduction 10/Silver (Su): A jumping jack
  ignores the first 10 points of damage dealt by any unsilvered
  weapon.
  Immunities (Ex): The jumping jack is immune to fire and
  poison.
  Prodigious Leap (Ex): The jumping jack can ignore the
  20-foot move requirement for making long and high jumps.
  If it does move 20 feet before attempting a jump, the dis-
  tance jumped is doubled.
  Jumping Jack (blood fiend): CR 2; Medium-size outsider;
  HD 1d8+2; hp 6; Mas 14; Init +5; Spd 35 ft.; Defense 18, touch
  15, flat-footed 13 (+5 Dex, +3 natural); BAB +1; Grap +2; Atk +2
  melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) or +6
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon (DC
  12), damage reduction 10/silver, darkvision 60 ft., immuni-
  ties, prodigious leap; AL chaos, evil; SV Fort +4, Ref +7, Will
  +3; AP 0; Rep +0; Str 13, Dex 20, Con 14, Int 11, Wis 13, Cha 12.
  Skills: Intimidate +4, Jump +8, Read/Write English, Speak
  English, Tumble +8.
  Feats: Acrobatic.
  Advancement: By character class.
  Jumping Jack Fast Hero 9: CR 11; Medium-size outsider; HD
  1d8+2 plus 9d8+18; hp 65; Mas 14; Init +9; Spd 35 ft.; Defense
  25, touch 22, flat-footed 20 (+5 Dex, +3 natural, +7 class); BAB
  +7; Grap +9; Atk +9 melee (1d4+2, claw); Full Atk +9 melee
  (1d4+2, 2 claws) or +13 ranged (2d6, Colt Python); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ breath weapon (DC 17), damage reduc-
  tion 10/silver, darkvision 60 ft., immunities, prodigious leap;
  AL chaos, evil; SV Fort +7, Ref +11, Will +6; AP 5; Rep +3; Str 15,
  Dex 20, Con 14, Int 11, Wis 13, Cha 12.
  Occupation: Adventurer.
  Skills: Hide +14, Intimidate +13, Jump +17, Read/Write
  English, Speak English, Tumble +17.
  Feats: Acrobatic, Archaic Weapons Proficiency, Defen-
  sive Martial Arts, Dodge, Elusive Target, Heroic Surge,
  Improved Initiative, Mobility, Simple Weapons Proficiency,
  Spring Attack.
  Talents: Evasion, defensive roll, increased speed, uncanny
  dodge 1, uncanny dodge 2.
  Possessions: Colt Python (fully loaded).
  Kwevencha (SpiderFiend)
  This horrible fiend appears as a 7-foot-tall, 10-foot long
  spider with coarse fur covering its leathery hide. Its small
  head bears eight beady black eyes and four black
  mandibles, which it uses to clamp onto its prey. The
  kwevencha has eight limbs: two spindly, barb-cov-
  ered forelegs ending in claws and six walking legs
  covered with larger barbs that aid in climbing.
  Small spiders cling to its bloated form.
  The kwevencha revels in spinning convo-
  luted plots, and it enjoys staging elaborate
  traps to snare its prey. However, the fiend
  isn’t particularly bright, and many of its
  schemes are needlessly complex or flawed on
  some basic level. A kwevencha kills and
  devours underlings who point out flaws in its
  carefully laid plans.
  Damage Reduction 5/Silver (Ex): A kwevencha ignores
  the first 5 points of damage dealt by any unsilvered weapon.
  Immunities (Ex): A kwevencha is immune to poison.
  Improved Grab (Ex): To use this ability, the kwevencha
  must hit a Small or Medium-size creature with its bite
  attack. If it gets a hold, it deals automatic damage with its
  bite on subsequent rounds (see the d20 Modern Role-
  playing Game, page 227, for more information on the
  Improved Grab ability).
  Monstrous Spider Minions: A kwevencha has 2d6 Tiny
  monstrous spiders (see the d20 Modern Roleplaying
  Game, page 245–246, for statistics) clinging to its body. It
  can telepathically command these spiders to attack, but the
  kwevencha must remain within 100 feet of the monstrous
  spiders to telepathically control them.
  Poison (Ex): Bite; contact 1d6 Str/1d6 Str; Fortitude save
  (DC 10 + 1/2 the kwevencha’s Hit Dice + its Constitution
  modifier) resists.
  Spit Poison (Ex): A kwevencha can shoot a 20-foot-long
  line of poisonous spittle at a single target. The save DC and
  effects of the poison are described above.
  Stability (Ex): A kwevencha gains a +4 stability bonus on
  checks to resist trip and bull rush attacks.
  Telepathy (Su): A kwevencha can communicate tele-
  pathically with any creature within 100 feet that has a
  language.
  Web Cocoon (Ex): A kwevencha uses a spinneret in its
  abdomen to weave web cocoons around creatures incapac-
  itated by its poison. A creature trapped inside the cocoon is
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  immobile, although breathing is possible through the
  porous webbing. A kwevencha’s web cocoon has 20 hit
  points and a break DC of 26. Dealing damage to the web
  cocoon deals a like amount of damage to the creature
  trapped inside.
  Skill Bonuses: A kwevencha gains a +4 species bonus on
  Balance, Climb, Jump, and Spot checks.
  Kwevencha (spider fiend): CR 7; Large outsider; HD
  8d8+24; hp 60; Mas 20; Init +0; Spd 30 ft., climb 30 ft.;
  Defense 23 (–1 size, +14 natural), touch 10, flat-footed 23; BAB
  +8; Grap +18; Atk +13 melee (1d8+6 plus poison, bite) or +7
  ranged touch (poison spittle); Full Atk +13 melee (1d8+6 plus
  poison, bite) and +8 melee (1d6+3, 2 claws) or +7 ranged
  touch (poison spittle); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ
  Damage reduction 5/silver, darkvision 60 ft., immunities,
  improved grab, monstrous spider minions, poison (DC 17),
  spit poison, telepathy, web cocoon; AL chaos, evil; SV Fort
  +9, Ref +6, Will +7; AP 0; Rep +0; Str 22, Dex 11, Con 17, Int 8,
  Wis 13, Cha 12.
  Skills: Balance +11, Climb +17, Hide +3, Intimidate +8, Jump
  +13, Listen +8, Move Silently +7, Read/Write Abyssal, Speak
  Abyssal, Spot +12.
  Feats: Improved Damage Threshold, Iron Will.
  Advancement: 9–14 HD (Large); 15–21
  HD (Huge); or by character class.
  Murdergaunt (Whistling Fiend)
  This fiend resembles a frighteningly thin, black, 10-foot-tall
  ambling humanoid with long, ropy limbs. Each of the mur-
  dergaunt’s slim arms ends in a serrated spike used to impale
  prey. The murdergaunt has hateful green eyes and a cluster
  of strange, whiplike antennae protruding from the top of its
  tiny head.
  The murdergaunt keeps to the shadows, terrorizing its
  intended prey with a haunting, whistling dirge.
  Damage Reduction 10/+1 (Ex): A murdergaunt ignores
  the first 10 points of damage dealt by any nonmagical
  weapon. In campaigns without magic weapons, the GM can
  either disregard the fiend’s damage reduction or apply it
  only to certain types of weapons (ballistic, bludgeoning,
  piercing, slashing, or sonic/concussion).
  Fire Resistance 10 (Ex): A murdergaunt ignores the first
  10 points of damage from any attack that deals fire damage.
  Immunities (Ex): A murdergaunt is immune to sonic and
  concussion damage.
  Impale (Ex): A murdergaunt that hits with one of its arm-
  spikes may choose to impale its opponent. An impaled
  opponent takes armspike damage each round it remains
  impaled (on the murdergaunt’s turn). An impaled creature
  must tear free of the serrated armspike to move to another
  square, taking 1d6 points of damage in the process. A mur-
  dergaunt must tear its armspike from an impaled opponent
  to move to another square or to free the limb; pulling free
  the armspike deals an automatic 1d6 points of damage to
  the impaled creature, but the murdergaunt cannot use the
  newly freed armspike to attack that round.
  A murdergaunt can impale two Medium-size or smaller
  creatures at the same time; however, it cannot make an
  attack (or attack of opportunity) with an armspike that is
  currently impaling a foe.
  Telepathy (Su): A murdergaunt can communicate tele-
  pathically with any creature within 100 feet that has a lan-
  guage.
  Whistle (Su): A murdergaunt can whistle as a free action
  every round. Creatures within 120 feet who can hear the
  murdergaunt’s horrid tune must make a Will save (DC 10 +
  1/2 the murdergaunt’s Hit Dice + its Charisma modifier).
  Any creature that fails its Will save cowers until the
  whistling stops. A cowering creature is frozen in fear, loses
  its Dexterity bonus, and can take no actions. In addition, a
  cowering creature takes a –2 penalty to Defense.
  A creature that saves against the murdergaunt’s
  whistle cannot be affected by the same murdergaunt’s
  whistle for 24 hours. The save DC for the whistle is
  Charisma-based.
  Murdergaunt (whistling fiend): CR 9; Large outsider; HD
  9d8+27; hp 67; Mas 17; Init +3; Spd 40 ft., climb 20 ft.;
  Defense 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed
  23; BAB +9; Grap +17; Atk +13 melee (1d6+5, armspike); Full Atk
  +13 melee (1d6+5, 2 armspikes) or +12 ranged; FS 5 ft. by 5 ft.;
  Reach 10 ft.; SQ Damage reduction 10/+1, darkvision 60 ft.,
  fire resistance 10, immune to sonic/concussion damage,
  impale, telepathy, whistle (DC 16); AL evil; SV Fort +9, Ref +9,
  Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 16, Int 13, Wis 13,
  Cha 15.
  42
  CREATURES
  DO
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  Skills: Balance +12, Climb +13, Escape Artist +12, Hide +14,
  Jump +13, Listen +10, Move Silently +14, Read/Write Abyssal,
  Read/Write Language (any one), Speak Abyssal, Speak Lan-
  guage (any one), Spot +10, Tumble +12.
  Feats: Agile Riposte, Dodge, Stealthy.
  Advancement: By character class.
  Stygilor (Tumor Fiend)
  A stygilor appears as a 6-foot-tall, obese humanoid draped
  with flabby layers of flesh. Scabs and oozing lesions cover
  its hairless head and body, and its shoulders sport numerous
  knobby protrusions. Its thick, fleshy arms end in hooklike
  talons. The stygilor has sickly yellow slits for eyes and a cir-
  cular, lampreylike maw filled with mucus strands.
  The stygilor enjoys devouring diseased flesh, cancerous
  tissue, and tumors, and it goes to great lengths to obtain a
  steady supply, usually by preying on patients in hospital wards.
  Damage Reduction 5/Piercing (Ex): A stygilor ignores
  the first 5 points of damage dealt by any nonpiercing
  weapon.
  Disease Sense (Ex): A stygilor can sense whether a
  creature is infected with a disease merely by being
  within 10 feet of it. It cannot sense nannite infec-
  tion (see the “Etoile” entry for details).
  Frightful Presence (Ex): A stygilor can use
  the Frightful Presence feat once per round as a
  free action. All creatures within 10 feet that can
  see the stygilor and have fewer levels or Hit Dice
  than the stygilor must succeed at a Will save (DC 10 + 1/2
  the stygilor’s Hit Dice + its Charisma modifier) or take a –2
  penalty on attack rolls, saving throws, and skill checks
  for 1d6+2 rounds. A successful save grants immu-
  nity to the stygilor’s frightful presence for 24
  hours. Creatures with an Intelligence of 3 or
  lower are unaffected. This is a mind-affecting
  ability.
  Immune to Disease (Ex): A stygilor is immune to dis-
  eases of all sorts.
  Invisibility (Sp): A stygilor can use invisibility at will
  (caster level 6th) as an attack action. It often uses this abil-
  ity to move through hospital wards unseen.
  Telepathy (Su): A stygilor can communicate telepathi-
  cally with any creature within 100 feet that has a language.
  Wounding Gaze (Su): As a free action, a stygilor can fix
  its gaze upon a single creature within 30 feet. The target
  must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit
  Dice + its Charisma modifier) or take 1d4+2 points of
  damage, as though struck by one of the stygilor’s horrible
  claws. The target need not be looking at the stygilor, and
  wounds inflicted by this attack leave nasty scars once
  healed. This is a mind-affecting ability. The save DC is
  Charisma-based.
  Stygilor (tumor fiend): CR 4; Medium-size outsider;
  HD 6d8+12; hp 39; Mas 18; Init –1; Spd 20 ft.; Defense 18 (–1
  size, +9 natural), touch 9, flat-footed 18; BAB +6; Grap +8; Atk
  +8 melee (1d4+2, claw); Full Atk +8 melee (1d4+2, 2 claws)
  and +3 melee (1d6+1, bite) or +5 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ Damage reduction 5/piercing, darkvision 60 ft., dis-
  ease sense, frightful presence (DC 15), immune to disease,
  invisibility, telepathy, wounding
  gaze (DC 15); AL chaos, evil; SV Fort +7, Ref +4, Will +5; AP 0;
  Rep +0; Str 15, Dex 8, Con 15, Int 12, Wis 10, Cha 15.
  Skills: Bluff +11, Intimidate +11, Knowledge (any one) +10,
  Listen +9, Read/Write Abyssal, Read/Write Language (any
  one), Sense Motive +9, Speak Abyssal, Speak Language (any
  one), Spot +9.
  Feats: Frightful Presence, Improved Damage Threshold.
  Advancement: 7–8 HD (Medium-size); 9–12 (Large); 13–18
  HD (Huge).
  FIRE WISP
  Fire wisps are strange creatures composed of agitated gas
  that ride the winds of storms, seeking living creatures to
  feed on. Many people find them ethereally beautiful, but
  their mysterious and enchanting appearance hides a baleful
  nature. A devilish sentience lurks within a fire wisp, and woe
  to those who are ignorant of the threat it presents.
  A fire wisp resembles a jet of fire between 6 inches
  and 1 foot high. Green or blue in color, it flickers a like
  living flame. 
  CREATURES
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  44
  Observers often confuse fire wisps with St. Elmo’s fire,
  a brushlike fiery jet that extends from an object or
  creature—often one that is higher than the surrounding
  area, such as a ship’s mast, church steeple, or even the horns
  of a cow. The phenomenon occurs when there is a signifi-
  cant difference in electrical charge between the air and
  the object upon which the fiery glow appears. St. Elmo’s fire
  has been regarded with superstitious awe for centuries and
  was often thought to be a portent of doom in humankind’s
  earlier days.
  Fire wisps appear under circumstances similar to those
  that produce St. Elmo’s fire, but while St. Elmo’s fire is rela-
  tively harmless, the presence of fire wisps can indeed spell
  doom for creatures close enough to see them. Fire wisps
  draw sustenance from living creatures through electrical
  attacks. The deaths from such attacks are often blamed on
  lightning strikes, but witnesses know better.
  In combat, a fire wisp alights near a living creature and
  burns it with fire. If several potential targets are present, the
  fire wisp can jump from one to the next in arcs of green fire,
  burning each in turn. Whole herds of cattle have been killed
  in seconds by a few fire wisps attacking in this fashion.
  Species Traits
  Ability Scores: A fire wisp has no Strength score. It
  cannot grapple other creatures or be grappled, and it
  applies its Dexterity modifier instead of its Strength modi-
  fier to melee attack rolls.
  Blindsight (Ex): A fire wisp can detect the electrical cur-
  rents in and around creatures and objects within 60 feet.
  This perception reveals their locations as accurately as
  normal vision would. Beyond that range, all targets have
  total concealment with respect to the fire wisp (see Con-
  cealment in the d20 Modern Roleplaying Game).
  Elemental: A fire wisp has the traits and immunities
  common to elementals.
  Fire Subtype: A fire wisp is immune to fire damage and
  takes 50% more damage from cold attacks.
  Damage Reduc-
  tion 10/+1 (Su): A fire
  wisp ignores the first 10
  points of damage dealt by
  any nonmagical weapon. In
  campaigns without magic
  weapons, the GM can either disregard the fire wisp’s
  damage reduction or apply it only to certain types of
  weapons (ballistic, bludgeoning, piercing, slashing, or sonic/
  concussion).
  Fiery Leap (Ex): A fire wisp can attack multiple creatures
  in the same round by leaping from one to the next. A fire
  wisp can attack as many creatures in a single round as it can
  reach with a full round of movement (40 feet), leaving
  behind visible arcs of green fire between the targets. It
  makes a separate attack roll for each target, and all attacks
  are made at the fire wisp’s full attack bonus. A leaping fire
  wisp does not provoke attacks of opportunity as it enters a
  target’s square.
  For example, a fire wisp attacks a creature standing 10
  feet away. Whether it hits or misses the creature, it can then
  “leap” to any other target within 30 feet and make a free
  attack against it. If another target is standing 10 feet away,
  the fire wisp can attack it and use the 20 feet of movement
  remaining to reach other targets in range or “double back”
  and attack the first creature it struck a second time.
  Gaseous (Ex): The gaseous body of a fire wisp can travel
  through openings as small as pinholes. A fire wisp cannot
  enter water or other liquids, but unlike other gaseous crea-
  tures, it is affected by wind only if it wishes to be. Even tor-
  nado-strength winds pass through a fire wisp with no effect
  if it wants to fly in a different direction. 
  Ignite (Ex): Any creature that takes damage from a fire
  wisp catches on fire (see Catching on Fire on page 213 in the
  d20 Modern Roleplaying Game).
  Immunities (Ex): Fire wisps are immune to electricity
  and fire damage.
  CREATURES
  KK
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  Fire Wisp: CR 3; Diminutive elemental (fire); HD 2d8;
  hp 9; Mas —; Init +4; Spd fly 20 ft. (perfect; can’t run);
  Defense 18, touch 18, flat-footed 14 (+4 size, +4 Dex);
  BAB +1; Grap —; Atk +9 melee touch (1d6 fire, touch);
  Full Atk +9 melee touch (1d6 fire, touch); FS 1 ft. by 1 ft.;
  Reach 0 ft.; SQ blindsight 60 ft., damage reduction
  10/+1, elemental, fiery leap, fire subtype, gaseous,
  ignite, immunities; AL evil or none; SV Fort +0, Ref +7,
  Will +2; AP 0; Rep +0; Str —, Dex 18, Con 10, Int 2,
  Wis 14, Cha 6.
  Skills: Listen +3, Spot +3.
  Feats: None.
  Advancement: 3–4 HD (Diminutive); 5–6 HD (Tiny).
  Advanced Fire Wisp: CR 5; Tiny elemental (fire); HD 5d8;
  hp 22; Mas —; Init +3; Spd fly 20 ft. (perfect; can’t run);
  Defense 15, touch 15, flat-footed 12 (+2 size, +3 Dex); BAB +3;
  Grap —; Atk +8 melee touch (1d6 fire, touch); Full Atk +8
  melee touch (1d6 fire, touch); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ
  blindsight 60 ft., damage reduction 10/+1, elemental, fiery
  leap, fire subtype, gaseous, ignite, immunities; AL evil or
  none; SV Fort +1, Ref +7, Will +3; AP 0; Rep +0; Str —, Dex 16,
  Con 10, Int 2, Wis 14, Cha 6.
  Skills: Listen +6, Spot +6.
  Feats: Heroic Surge (2/day).
  FRAAL (GRAY)
  The fraal, dubbed “grays” by humans for the pale gray shade
  of their skin, first appeared in the United States in 1947, near
  Roswell, New Mexico. That first visit appears to have been
  a complete accident: A gray scout ship crashed in the desert,
  and the U.S. Army team that investigated the incident
  reported that four bodies were recovered. (Certain accounts
  claim that a fifth gray was found alive and taken prisoner by
  the army, but that rumor has never been verified.) During
  the decade that followed, the grays began abducting
  humans from North and South America, evidently for exam-
  ination. According to several sources, the grays were also
  actively negotiating with the U.S. government for unspeci-
  fied resources during this period.
  A fraal is a small, gray-skinned humanoid with large eyes
  and a tiny mouth. Some grays wear suits of shimmering sil-
  very material; others wear nothing except a belt for tools
  and weapons.
  Tales of abduction by grays always follow the same basic
  script. While traveling at night, one or two people see a
  bright light in the sky, which often appears to hover a short
  distance from the ground. Upon investigating, the humans
  encounter a group of grays. Reports vary as to how the
  grays capture the humans—some victims claim to have
  been paralyzed by some un-
  known agent; others say they
  were enticed by a vision or sound. Invariably, however, the
  humans are somehow brought aboard an alien spacecraft by
  the little gray creatures.
  For what seems like an extraordinarily long time, the
  grays then perform medical examinations or experiments on
  the hapless humans. Sometimes these procedures are inno-
  cent examinations, sometimes they are painful and invasive,
  and occasionally they may even be arousing. The attitude of
  the aliens throughout the process varies from kindly and
  tolerant to cruel and impatient, depending on the account.
  When the examinations are over, the grays allow the
  humans to compose themselves, then return them to
  Earth—usually to the same spot from which they were
  taken. Often, the humans return only a few minutes after
  the initial encounter, even if the examinations seemed to
  take days.
  No one knows why the grays perform these abductions
  and experiments, or why they choose the people they do.
  Theories range from the sinister (research for biological war-
  fare or alien eugenics programs) to the innocent (curiosity
  about Earth and its inhabitants, much like human scientists
  Fraal Scout Ship
  Operating this ship efficiently requires the use of the Alien Craft Operation feat.
  Top
  Hit
  Purchase
  Name
  Crew Pass
  Cargo
  Init
  Maneuver
  Speed
  Defense Hardness Points
  Size
  DC
  Fraal scout ship
  6
  4
  500 lb.
  +4
  +6
  4,500 (450)
  18
  15
  56
  G
  80
  45
  CREATURES
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  46
  investigating a newly discovered species) to the sublime
  (taking tissue samples from which to recreate the human
  species after humankind wipes itself out). Occasional
  accounts from abductees claim that other humans—or per-
  haps alien-human hybrids—dwell among the grays. If true,
  this fact may indicate previous, unreported abductions from
  centuries past.
  The Truth
  The aliens known to humans as grays actually call them-
  selves the fraal. They have come to Earth’s solar system to
  study the long-term effects of visits from other alien
  species on the planet’s native sentient race—humanity. The
  fraal wish to know whether humankind has been physically
  or psychologically contaminated by centuries of periodic
  alien contacts. To the fraal, humans are comparatively prim-
  itive life forms with an equally primitive culture. Therefore,
  Earth needs to be sheltered from the galactic community at
  large until humankind is ready for the truth.
  The fraal have visited Earth many times in the past. Some
  ancient accounts that mention “wheels of fire” in the sky
  are actually describing the peculiar configuration of fraal
  landing craft. In a like manner, tales of “little people” in var-
  ious lands often (but not always) refer to encounters with
  fraal scouting parties. In fact, during ancient times, the fraal
  had a permanent base on a large island called Atlantis in
  the Aegean Sea. They shared the island peacefully with a
  human colony that had sprung up there. When some sort
  of accident destroyed the island and all its inhabitants, the
  remaining fraal left Earth and retreated to the outer
  reaches of the solar system. Eventually, though, they dared
  to move closer again, establishing new bases on Mars and
  on the dark side of Earth’s moon. From these bases they
  periodically launch scout ships to visit Earth and bring back
  specimens for study.
  Despite their desire to avoid interfering with humankind’s
  development, the fraal recognize that visits by other aliens
  have put humans at risk. Thus, from time to time, they pro-
  vide advanced technologies that enable humans to develop
  better defenses. Often such benefits are simply offered
  directly to human governments and officials.
  Fraal Society
  Each of the three fraal city-ships based in Earth’s solar
  system houses a distinct and separate fraal culture. Its
  inhabitants use the name of the city-ship to identify them-
  selves in the same manner that humans identify themselves
  by nationality.
  The Ahotti ship is stationed on the moon, the Ziljir ship
  on Mars, and the Iltan ship in orbit between Neptune and
  Pluto. Of the three cultural divisions, the Iltans are the
  friendliest to humankind. Their task is to guard the edge
  of the solar system and prevent incursions by other alien
  visitors. For the most part, they are quite successful, though
  a few other aliens do slip past their defenses from time
  to time. The Ahotti are primarily responsible for human
  abductions and experiments. The Ziljirs make occasion-
  al diplomatic contacts with human governments to offer
  technological aid in building defenses.
  The fraal are gifted with unusual mental abilities. All of
  them can broadcast their own thoughts as naturally as
  humans can speak out loud, but those among them who
  work directly with humans usually develop their mental
  powers still further—to astounding degrees, in some cases.
  Scouting parties in particular are always made up of fraal
  with highly developed psionic abilities.
  In encounters with humans, fraal typically use sugges-
  tion or charm person to gain cooperation. If these
  attempts fail and the grays are sorely pressed, they defend
  themselves with their neural pistols.
  The first set of statistics given below is for a baseline
  fraal; the second is for a fraal scout.
  Species Traits
  Ability Scores: A GM may allow fraal heroes in his or her
  campaign. Fraal heroes gain all of the fraal species traits and
  have the following ability score modifiers: Str –4, Con –2,
  Int +4, Wis +4, Cha +4.
  Automatic Language: A fraal can read, write, and speak
  Fraal.
  Psionics (Sp): At will—lesser mindlink; 3/day—sugges-
  tion. Manifester level 10th; save DC 10 + fraal’s key ability
  modifier + power level.
  Fraal Weapons
  The following alien weapons are typical of fraal technology
  (see Table 1–2 for statistics):
  Mass Pistol: Using gravity induction technology, this
  weapon throws an artificial, short-lived mass singularity at
  its target. This gravity point causes horrible damage but is
  short-ranged and consumes an enormous amount of energy. 
  Neural Pistol: The fraal created this small gun to facili-
  tate abductions. The neural pistol fires an invisible ray that
  disrupts the nervous system of the target. The ray is treated
  as a ranged touch attack, and any living creature struck by
  the ray must make a successful Fortitude save (DC 20) or be
  paralyzed for 1d4 minutes.
  Fraal: CR 1/2; Small humanoid (alien); HD 1d8–1; hp 3; Mas 9;
  Init +0; Spd 30 ft.; Defense 11, touch 11, flat-footed 11 (+1 size);
  CREATURES
  TABLE 1–2: FRAAL WEAPONS
  Damage
  Range
  Rate of
  Purchase
  Weapon
  Damage Critical
  Type Increment
  Fire
  Magazine
  Size
  Weight
  DC
  Restriction
  Alien Weapons (require the Alien Weapons Proficiency feat)
  Mass pistol
  2d6
  19–20
  Energy
  10 ft.
  S
  4 box
  Tiny
  2 lb.
  32
  special2
  Neural pistol
  special1
  —
  Energy
  20 ft.
  S
  5 box
  Tiny
  0.5 lb
  29
  special2
  1 See the weapon’s description (under Fraal Weapons) for more information.
  2 This weapon is not sold on Earth in legitimate or black markets.
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  47
  BAB +0; Grap –6; Atk –1 melee (1d2–2 nonlethal, unarmed
  strike) or +1 ranged touch (paralysis for 1d4 rounds, neural
  pistol); Full Atk –1 melee (1d2–2, nonlethal unarmed strike)
  or +1 ranged touch (paralysis for 1d4 rounds, neural pistol); FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ psionics; AL ship; SV Fort –1, Ref
  +0, Will +5; AP 0; Rep +0; Str 7, Dex 10, Con 9, Int 14, Wis 15,
  Cha 14.
  Skills: Concentration +3, Read/Write Fraal, Sense Motive
  +7, Speak Fraal.
  Feats: Alien Weapons Proficiency.
  Possessions: Neural pistol (see Table 2–1: Exotic Weap-
  ons for statistics).
  Advancement: By character class.
  Fraal Charismatic Hero 1/Smart Hero 2/Telepath 3:
  CR 6; Small humanoid (alien); HD 1d6–1 plus 2d6–2 plus
  3d6–3; hp 17; Mas 9; Init +0; Spd 30 ft.; Defense 13, touch 13,
  flat-footed 13 (+1 size, +2 class); BAB +2; Grap –4; Atk +1
  melee (1d2–2 nonlethal, unarmed strike) or +1 ranged touch
  (paralysis for 1d4 rounds, neural pistol); Full Atk +1 melee
  (1d2–2 nonlethal, unarmed strike) or +3 ranged touch (paral-
  ysis for 1d4 minutes, neural pistol); FS 5 ft. by 5 ft.; Reach 5
  ft.; SQ psionics, trigger power (charm person, DC 13); AL
  ship; SV Fort +1, Ref +2, Will +12; AP 3; Rep +3; Str 7, Dex 10,
  Con 9, Int 14, Wis 16, Cha 14.
  Occupation: Academic.
  Skills: Bluff +8, Computer Use +4, Concentration +6,
  Diplomacy +10, Gather Information +10, Handle Animal +6,
  Intimidate +6, Knowledge (behavioral sciences) +11, Knowl-
  edge (earth and life sciences) +11, Navigate +6, Pilot 4 ranks,
  Psicraft +8, Read/Write Fraal, Sense Motive +7, Speak Eng-
  lish, Speak Fraal, Speak French, Speak Japanese.
  Feats: Alien Craft Operation, Alien Weapons Proficiency,
  Educated, Iron Will, Simple Weapons Proficiency, Trust-
  worthy, Wild Talent (missive).
  Talents: Coordinate, savant (Knowledge [earth and
  life sciences]).
  Telepath Powers Known (3/3): 0—daze (DC 12),
  detect psionics, distract (DC 12); 1st—attrac-
  tion (DC 13), charm person (DC 13), object
  reading.
  Possessions: Neural pistol.
  GARDHYI
  Perhaps the most sinister aliens that have ever vis-
  ited Earth are the eerie gardhyi—humanoid beings
  from the edge of the galaxy. The gardhyi are scouts
  sent by an alliance of aliens hailing from far beyond
  Earth’s solar system. Their mission is to observe
  Earth and collect data for a planned interplan-
  etary invasion. Chosen for this mission
  because they resemble humans, the gardhyi
  move freely among Earth’s major popula-
  tions, collecting information about the
  planet’s ability to defend itself and about
  other alien visitors. Until the gardhyi arrived,
  the alliance had no idea that other aliens
  were also interested in Earth, and its
  members are concerned that these
  others—most notably the grays and the sesheyans—might
  become competitors for Earth’s resources.
  A gardhyi stands slightly more than 6 feet tall, has a gen-
  erally human shape, and is hairless. The creature has two
  thumbs on each hand and a large second toe on each foot.
  Its skin is medium-gray in color, and its eyes have no pupils.
  From a distance, a gardhyi can easily pass for a human, but
  gardhyi agents working closely with humans must take
  extra steps to disguise their unusual features. Most hide
  their odd skin tone with makeup and wear broad-brimmed
  hats or dark sunglasses to mask their inhuman eyes. Their
  six-toed feet are easy to hide with footwear, but they tend
  to keep their hands in the pockets of their long, black coats
  when interacting with humans.
  Their odd appearance, dark clothing, and keen interest in
  alien sightings have all contributed to the misidentification
  of gardhyi agents as “men in black.” (In fact, the latter are
  most often agents of human governments who are trying to
  collect their own data on alien visitors.)
  Gardhyi marked to become agents on Earth are trained to
  use human weapons in combat instead of alien ones.
  Species Traits
  Automatic Language: A gardhyi can read, write, and
  speak Gardhyi.
  Call Shadows (Sp): Three times per day as a free action,
  a gardhyi can create an area of intense shadow in a 20-foot
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  48
  radius around itself. The effect lasts for 1 hour and does not
  move with the gardhyi. A –2 penalty applies to all Spot and
  Search checks made within this area.
  Psionics (Sp): At will—detect psionics, missive, object
  reading, sensitivity to psychic impressions; 3/day—
  clairaudience/clairvoyance, inflict pain, mind probe.
  Manifester level 9th; save DC 10 + the gardhyi’s key ability
  modifier + power level.
  Gardhyi: CR 2; Medium-size humanoid (alien); HD 2d8+4;
  hp 13; Mas 15; Init +3; Spd 30 ft.; Defense 13, touch 13, flat-
  footed 10 (+3 Dex); BAB +1; Grap +3; Atk +3 melee (1d3+2 non-
  lethal, unarmed strike) or +5 ranged (2d6, Glock 17); Full Atk
  +3 melee (1d3+2 nonlethal, unarmed strike) or +5 ranged
  (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ call shadows,
  psionics; AL evil; SV Fort +2, Ref +6, Will +2; AP 0; Rep +0;
  Str 14, Dex 16, Con 15, Int 15, Wis 14, Cha 13.
  Skills: Hide +7, Move Silently +7, Read/Write Gardhyi,
  Speak English, Speak Gardhyi.
  Feats: Personal Firearms Proficiency.
  Advancement: By character class.
  Possessions: Glock 17, one extra clip of ammunition.
  Gardhyi Charismatic Hero 3/Telepath 3: CR 8; Medium-
  size humanoid (alien); HD 2d8+2 plus 3d6+6 plus 3d6+6;
  hp 38; Mas 15; Init +3; Spd 30 ft.; Defense 15, touch 13, flat-
  footed 12 (+3 Dex, +2 class); BAB +3; Grap +5; Atk +5 melee
  (1d4+2, unarmed strike) or +7 ranged (2d6, Glock 17); Full Atk
  +5 melee (1d4+2, unarmed strike) or +7 ranged (2d6, Glock
  17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ call shadows, psionics,
  trigger power (charm person, DC 13); AL evil; SV Fort +5,
  Ref +9, Will +6; AP 3; Rep +0; Str 14, Dex 16, Con 15, Int 15,
  Wis 14, Cha 14.
  Occupation: Investigative.
  Skills: Bluff +11, Concentration +8, Diplomacy +8, Disguise
  +10, Gather Information +11, Hide +9, Intimidate +8, Investi-
  gate +8, Knowledge (streetwise) +8, Move Silently +9, Psi-
  craft +8, Sense Motive +8, Speak English.
  Feats: Alien Weapons Proficiency, Combat Expertise,
  Combat Martial Arts, Deceptive, Low Profile, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Stealthy.
  Talents: Charm, favor.
  Telepath Powers: 0—burst, daze, finger of fire; 1st—
  attraction, charm person, lesser mindlink. Manifester
  level 3rd; save DC 10 + gardhyi’s key ability modifier + power
  level.
  Possessions: Glock 17, one extra clip of ammunition.
  GHOUL (TEMPLATE)
  The rise of streptococcal gangrene—the infamous flesh-
  eating virus—during the late 19th and 20th centuries created
  a new kind of undead creature—a variation of the ancient
  ghoul. These modern ghouls are pitiable creatures that still
  retain whatever knowledge they had in life (including lan-
  guages) but are trapped in their own disease-ravaged corpses,
  driven by an agonizing hunger for the flesh of others.
  A ghoul is a desiccated version of the creature it once
  was. A formerly human ghoul may be dressed in the rags of
  a hospital gown or the scraps of a morgue sheet. Its bones
  are clearly visible in spots, and its mottled skin is drawn
  tight over what remains of its flesh. Its eyes glow like red-
  hot coals when it attacks.
  Ghouls can survive on garbage, and they are often
  encountered near dumpsters behind restaurants. However,
  they prefer raw meat, especially meat that has begun to
  decay. A ghoul that has the luxury of feeding at its leisure
  often kills its prey, then tucks the body away somewhere to
  save it for a later repast. A few particularly gruesome
  encounters with ghouls have occurred in and around hospi-
  tal biohazard disposal containers, where hospitals collect
  amputated limbs and excised tissue before incinerating it.
  Lone ghouls usually attack only apparently helpless prey,
  but the creatures sometimes band together in hunting packs
  to seek out more dangerous prey. They attempt to rend foes
  with their claws and bite with their disease-ridden teeth.
  Template Traits
  “Ghoul” is an acquired template that can be added to any
  living corporeal creature that has flesh (referred to hereafter
  as the “base creature”). The creature’s type changes to
  undead. It uses all the base creature’s statistics and special
  abilities except as noted here.
  Challenge Rating: Same as base creature +2.
  Hit Dice: Change to d12.
  Defense: The base creature’s natural armor bonus
  improves by +2.
  Attacks: A ghoul retains all the attacks of the base crea-
  ture. It also gains a bite attack and two claw attacks if the
  base creature didn’t already have them. If the base creature
  did not have bite or claw attacks, use the base damage
  values in the table below. Otherwise, use the values below
  or the base creature’s base damage, whichever is greater.
  Bite
  Claw
  Size
  Damage
  Damage
  Fine
  1
  —
  Diminutive
  1d2
  —
  Tiny
  1d3
  1
  Small
  1d4
  1d2
  Medium-size
  1d6
  1d3
  Large
  1d8
  1d4
  Huge
  2d6
  1d6
  Gargantuan
  2d8
  2d4
  Colossal
  4d6
  2d6
  Special Qualities: A ghoul retains all the special quali-
  ties of the base creature and gains the additional special
  qualities described below.
  Create Spawn (Su): If a ghoul’s prey contracts advanced
  necrotizing faciitis (see below) from the wounds it has sus-
  tained and dies from the disease, it rises 1d3 days later as a
  ghoul. A remove disease spell cast on the corpse can pre-
  vent it from rising.
  Disease (Su): A ghoul’s bite infects the victim with a
  supernatural version of streptococcal gangrene (injury; Fort
  DC 14; incubation period 1d3 days; initial damage 1d3 Con;
  secondary damage 1d3 Con. If Con damage is sustained, a
  second saving throw at the same DC is required; failure indi-
  cates that 1 point of the Con damage becomes Con drain
  CREATURES
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  instead). This disease, known as advanced necrotizing faci-
  itis, first manifests as an area of redness on the skin near the
  wound. Over the course of a few days, the redness becomes
  severe inflammation. The skin gradually turns dark purple
  and forms bloody blisters as the disease devours more and
  more of the victim’s flesh. The disease can be arrested com-
  pletely through amputation of the affected limb, but most
  doctors prefer to combat it by surgical removal of all the
  affected tissue as well as some nearby healthy tissue. A cure
  disease spell or a successful Treat Injury check (surgery, DC
  25) halts the disease. The GM should roll the check secretly;
  if it fails, the disease returns again in 1d3 days.
  Scent (Ex): This ability allows a ghoul to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Undead: Ghouls have the traits and immunities common
  to undead.
  Allegiances: Previous allegiances are lost and replaced
  by allegiances to chaos and evil. Changed allegiances might
  cause the loss of particular class abilities (see Allegiances on
  page 37 in the d20 Modern Roleplaying Game).
  Saves: Same as the base creature, modified by new
  ability scores.
  Ability Scores: A ghoul gains the following ability score
  increases: Str +2, Dex +2. As an undead creature, a ghoul has
  no Constitution score.
  Language(s): A ghoul can read, write, and speak what-
  ever languages it could in life.
  Skills: Same as the base creature, modified for new
  ability scores. A human ghoul retains the extra skill points
  afforded to all humans.
  Feats: A ghoul gains Multiattack as a bonus feat,
  assuming the base creature meets the prerequisites
  and doesn’t already have the feat. A human ghoul
  keeps the extra feat it gained as a 1st-level human
  character.
  Advancement: By character class.
  Ghoul (Human Strong Ordinary 1/Tough Ordinary
  1): CR 3; Medium-size undead; HD 2d12; hp 13; Mas —;
  Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12
  (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3,
  claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee
  (1d6+1 plus disease, bite) or +3 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ create spawn, darkvision 60 ft., disease,
  scent, undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0;
  AP 0; Rep +0; Str 16, Dex 14, Con —, Int 13, Wis 10, Cha 8.
  Occupation: Blue collar (class skills: Drive, Intimidate)
  Skills: Craft (mechanical) +5, Drive +6, Intimi-
  date +3, Knowledge (popular culture) +2, Knowl-
  edge (streetwise) +2, Profession +4, Read/
  Write English, Repair +2, Speak English,
  Swim +4.
  Feats: Brawl, Multiattack, Personal
  Firearms Proficiency, Simple Weapons
  Proficiency.
  Possessions: None.
  GRIMLOCK
  The term grimlock encompasses a number of primitive
  humanlike species that dwell underground, including crea-
  tures known in various places as morlocks, mole people, and
  throwbacks.
  A grimlock is a powerfully built, human-shaped creature
  with thick, rough, gray skin. It has no eyes—a species trait
  developed through millennia of underground life. Keen
  senses of hearing and smell compensate for its lack of sight.
  In the past, grimlocks ventured to the surface only rarely.
  Most encounters with them took place underground, in
  deep, isolated caves, sewers, or abandoned subway tunnels.
  However, in the past decade, a population explosion has evi-
  dently occurred within the species. As food has become
  scarcer, grimlocks have gradually widened their foraging
  range to include the surface world, and sightings have
  become more common. Grimlocks emerge into the open air
  only at night, and then just long enough to scavenge garbage
  or perhaps kill and carry off a few small animals (such as
  pets). A few attacks against humans have been reported, and
  transients sometimes tell stories of “cannibals” who abduct
  those foolish enough to sleep too near one of the entrances
  to their underground lairs. In the United States, where such
  attacks are alarmingly common, the grimlocks appear to
  have acquired a taste for human flesh.
  Grimlocks typically attack with primitive weapons, such
  as spears. 
  SS
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  Species Traits
  Automatic Language: A grimlock can speak (but not
  read or write) one local surface language.
  Blindsight (Ex): A grimlock is blind but can ascertain all
  creatures and objects within 40 feet just as a sighted crea-
  ture would. Beyond that range, all targets have total con-
  cealment with respect to the grimlock (see Concealment in
  the d20 Modern Roleplaying Game).
  Grimlocks are affected normally by loud noises and sonic
  spells (such as shout or silence) and overpowering odors
  (such as a troglodyte’s stench or incense-thick air). Negating
  a grimlock’s sense of either smell or hearing denies it the
  benefits of blindsight, but the grimlock still functions as
  though it had the Blind-Fight feat. If both smell and hearing
  are negated, the grimlock is effectively blind.
  Immunities (Ex): A grimlock is immune to gaze attacks,
  visual effects, illusions, and all other attack forms that rely
  on sight.
  Scent (Ex): This ability allows a grimlock to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Skill Bonus: A grimlock’s dull gray skin helps it hide in its
  native terrain, conferring a +10 species bonus on Hide checks
  in rocky terrain or underground.
  Grimlock: CR 1; Medium-size monstrous humanoid; HD
  2d8+2; hp 11; Mas 13; Init +1; Spd 30 ft.; Defense 15, touch 11,
  flat-footed 14 (+1 Dex, +4 natural); BAB +2; Grap +4; Atk +5
  melee (1d6+2 nonlethal, unarmed strike) or +4 melee (1d8+2,
  spear); Full Atk +5 melee (1d6+2 nonlethal, unarmed strike)
  or +4 melee (1d8+2, spear) or +3 ranged (1d8+2, spear); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ blindsight 40 ft., immunities, scent;
  AL evil; SV Fort +1, Ref +4, Will +2; AP 0; Rep +0; Str 15, Dex 13,
  Con 13, Int 10, Wis 8, Cha 6.
  Skills: Climb +7, Hide +6 (+16 in rocky terrain or under-
  ground), Listen +4, Search +5, Speak English, Survival +2.
  Feats: Archaic Weapons Proficiency, Brawl.
  Possessions: Spear.
  Advancement: By character class.
  Grimlock Strong Hero 3: CR 4; Medium-size monstrous
  humanoid; HD 2d8+2 plus 3d8+3; hp 27; Mas 13; Init +1; Spd
  30 ft.; Defense 15, touch 11, flat-footed 14 (+1 Dex, +4 natural);
  BAB +5; Grap +7; Atk +9 melee (1d8+4 nonlethal, unarmed
  strike) or +8 melee (1d8+4, spear); Full Atk +9 melee (1d8+4
  nonlethal, unarmed strike) or +8 melee (1d8+4, spear) or +6
  ranged (1d8+2, compound bow); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ blindsight 40 ft., immunities, scent; AL evil; SV Fort +3,
  Ref +5, Will +3; AP 1; Rep +0; Str 15, Dex 13, Con 13, Int 10, Wis
  8, Cha 6.
  Occupation: Rural (class skills: Climb, Swim).
  Skills: Climb +11, Hide +6 (+16 in rocky terrain or under-
  ground), Jump +7, Listen +4, Search +5, Survival +5, Swim +5.
  Feats: Archaic Weapons Proficiency, Athletic, Brawl,
  Improved Brawl, Simple Weapons Proficiency, Track,
  Weapon Focus (spear).
  Talents: Improved Melee Smash, Melee Smash.
  Possessions: Spear, compound bow with 12 arrows.
  HALF-FIEND (TEMPLATE)
  The magical nature of a fiend allows it to procreate with vir-
  tually any living creature. Most such creatures participate
  against their will, but some are deceived into believing that
  they will receive special treatment for their cooperation,
  and others are actually attracted to their fiendish partners.
  However, the fiends that crossbreed with other creatures
  seek only to satisfy their cruel lust. The fact that their half-
  fiend progeny can then run loose upon the world to create
  yet more havoc is merely an added bonus.
  A typical half-fiend is hideous to behold. It may have
  dark, scaly skin, balefully glowing eyes, a sulfurous stench,
  or even a pair of membranous, batlike wings. 
  Because of their incredible ugliness, most half-fiends lurk
  on the fringes of society—reviled by fiends and feared by
  nonfiends. Ironically, though, many modern, progressive
  cultures consider these abominations the unfortunate vic-
  tims of birth defects. Well-meaning individuals often take
  steps to correct some of the more obvious deformities with
  cosmetic surgery, thereby enabling half-fiends to blend in
  more readily with society.
  Template Traits
  “Half-fiend” is an inherited template that can be added to
  any living creature (referred to hereafter as the “base crea-
  ture”) other than a celestial. The creature’s type changes to
  outsider. It uses all the base creature’s statistics and special
  abilities except as noted here.
  Challenge Rating: Same as base creature +2, or +3 if the
  half-fiend has wings.
  Speed: There is a 25% chance that a half-fiend has batlike
  wings. Such a creature can fly at the base creature’s normal
  speed (average maneuverability).
  Defense: The base creature’s natural armor bonus
  improves by +1.
  Attacks: A half-fiend retains all the attacks of the
  base creature. It also gains a bite attack and two claw
  attacks if the base creature didn’t already have them. If the
  base creature did not have bite and claw attacks, use the
  base damage values in the table below. Otherwise, use
  the values below or the base creature’s base damage,
  whichever is greater.
  Bite
  Claw
  Size
  Damage
  Damage
  Fine
  1
  —
  Diminutive
  1d2
  1
  Tiny
  1d3
  1d2
  Small
  1d4
  1d3
  Medium-size
  1d6
  1d4
  Large
  1d8
  1d6
  Huge
  2d6
  1d8
  Gargantuan
  2d8
  2d6
  Colossal
  4d6
  2d8
  Special Qualities: A half-fiend retains all the special
  qualities of the base creature and gains the additional
  special qualities described below.
  CREATURES
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  Darkvision (Ex): A half-fiend has darkvision with a range
  of 60 feet.
  Damage Reduction (Ex): Roll on Table 8–21: Fiend
  Immunities, Resistances, and Damage Reduction (page 235
  of the d20 Modern Roleplaying Game), subtracting 30
  from the die roll, to determine whether the half-fiend has
  damage reduction. If the result is less than 1, the half-fiend
  has no damage reduction. If the campaign includes few or
  no magic weapons, the GM should consider allowing spe-
  cific types of weapons to ignore a half-fiend’s damage
  reduction or contrive some other special vulnerability. See
  Creature Weaknesses in Chapter Eight in the d20 Modern
  Roleplaying Game for suggestions.
  Immunities (Ex): Roll on Table 8–21: Fiend Immunities,
  Resistances, and Damage Reduction (page 235 of the d20
  Modern Roleplaying Game), subtracting 30 from the
  die roll, to determine whether the half-fiend has any
  immunities. If the result is less than 1, the half-fiend has
  no immunities.
  Outsider: A half-fiend has the traits common to
  outsiders.
  Resistance to Energy (Ex): Roll on Table 8–21: Fiend
  Immunities, Resistances, and Damage Reduction (page 235
  of the d20 Modern Roleplaying Game), subtracting 30
  from the die roll, to determine whether the half-fiend has
  any resistances. If the result is less than 1, the half-fiend has
  no resistances.
  Spell-Like Abilities: A half-fiend with an Intelligence or
  Wisdom score of 8 or higher possesses spell-like abilities
  according to its character level, as given on the table
  below. Unless otherwise indicated, each ability is usable
  once per day.
  Level Abilities
  Level Abilities
  1–2
  Mage hand 3/day
  11–12
  Levitate
  3–4
  Daze 3/day
  13–14
  Displacement
  5–6
  Change self
  15–16
  Tongues
  7–8
  Cause fear
  17–18
  Bestow curse
  9–10
  Blur
  19+
  Animate dead
  Telepathy (Su): A half-fiend with an Intelligence score of
  12 or higher can communicate telepathically with any living
  creature within 100 feet that has a language.
  Allegiances: A half-fiend always has an allegiance to evil.
  Saves: Same as the base creature, modified by new
  ability scores.
  Ability Scores: A half-fiend gains the following ability
  score increases: Str +4, Dex +4, Con +2, Int +4, Cha +2.
  Automatic Language: A half-fiend can speak Abyssal.
  Skills: A half-fiend gains skill points as an outsider of its
  nonclass Hit Dice. Treat skills from the base creature’s list as
  class skills. If the creature has a class, it gains skills for class
  levels normally.
  Feats: A half-fiend gains feats as an outsider of its non-
  class Hit Dice or as the base creature, whichever gives the
  greater number of feats.
  Half-Fiend/Half-Yuan-ti: CR 7; Medium-size outsider; HD
  6d8+6; hp 33; Mas 13; Init +7; Spd 30 ft., fly 30 ft. (average);
  Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural);
  BAB +6; Grap +8; Atk +8 melee (1d4+2, claw) or +8 melee
  (1d6+2/19–20, machete) or +9 ranged (2d6, TEC-9); Full Atk
  +8 melee (1d4+2, 2 claws) and +3 melee (1d6+1, bite) or +8/+3
  melee (1d6+2/19–20, machete) or +9/+4 ranged (2d6,
  TEC-9); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, aver-
  sion, chameleon power, cold resistance 10, darkvision
  60 ft., detect poison, immunity to slashing damage, pro-
  duce acid, spell-like abilities, spell resistance 16, telepathy;
  AL evil, chaos; SV Fort +3, Ref +6, Will +9; AP 0; Rep +0; Str 15,
  Dex 17, Con 13, Int 22, Wis 18, Cha 18.
  Skills: Concentration +13, Craft (pharmaceutical) +15, Dis-
  guise +10 (+15 when impersonating a human), Knowledge
  (arcane lore) +15, Knowledge (history) +13, Knowledge
  (streetwise) +15, Hide +12, Intimidate +8, Listen +13, Read/
  Write Abyssal, Read/Write Draconic, Read/Write English,
  Read/Write Yuan-Ti, Speak Abyssal, Speak Draconic, Speak
  English, Speak Yuan-Ti, Spot +13.
  Feats: Archaic Weapons Proficiency, Blind-Fight, Dodge,
  Combat Expertise, Improved Initiative, Personal Firearms
  Proficiency.
  Possessions: Machete, TEC-9 (9mm machine pistol), 32
  rounds of 9mm ammunition, concealed carry holster, busi-
  ness clothes, cell phone, PDA, disguise kit.
  Spell-Like Abilities: 3/day—mage hand, daze; 1/day—
  change self. Caster level 6th; save DC 14 + spell level.
  Advancement: By character class.
  HALF-FRAAL (TEMPLATE)
  The creatures called half-fraal are the results of genetic
  engineering performed by the alien grays, which are known
  to others of their kind as the fraal (see the “Fraal” entry ear-
  lier in this chapter). As part of an experiment, the fraal have
  abducted females of various Earth species and altered
  their developing embryos to produce offspring in which
  parts of the normal DNA have been replaced with fraal
  DNA. Though most of these experiments are performed
  upon human mothers, the fraal have also tampered with
  the genes of countless other intelligent and nonintelligent
  terrestrial species.
  The half-alien progeny produced by such experiments
  are sometimes difficult to detect as such, especially if the
  base species is a bipedal hominid. In such cases, genetic
  testing is usually required to reveal the presence of alien
  DNA. However, the tampering shows up quite readily in
  other species, where it can manifest as gray skin, enlarged
  eyes, long, tapering fingers, or underdeveloped teeth.
  Since most governments officially deny the presence of
  extraterrestrials on Earth, such creatures—and even human
  children with fraal features—are usually considered
  genetic mutations.
  Half-fraal are usually unaware of their alien heritage,
  though others sense something odd about them, even if
  they don’t display obvious mutations. In fact, half-fraal are
  typically shunned by others of their base species. Half-
  fraal also experience more abductions by grays than
  humans without alien DNA, as the fraal perform frequent
  checkups to ensure that their genetic tampering doesn’t
  spiral out of control.
  CREATURES
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  Template Traits
  “Half-fraal” is an inherited template that can be added to
  any living creature (referred to hereafter as the “base crea-
  ture”). The creature retains its original type but gains the
  alien subtype. It uses all the base creature’s statistics and
  special abilities except as noted here.
  Challenge Rating: Same as base creature.
  Special Qualities: A half-fraal retains all the special
  qualities of the base creature and gains the additional spe-
  cial qualities described below.
  Psionics (Sp): At will—lesser mindlink, suggestion.
  Manifester level 5th or base creature’s manifester level,
  whichever is higher; save DC 10 + half-fraal’s key ability
  modifier + power level.
  Saves: Same as the base creature, modified by new
  ability scores.
  Ability Scores: A half-fraal gains the following ability
  score modifiers: Str –2, Con –2, Int +4, Wis +4, Cha +2.
  Automatic Language(s): A half-fraal with an Intelli-
  gence score of at least 8 gains the ability to read, write, and
  speak Fraal.
  Skills: A half-fraal gains skill points as an outsider of its
  nonclass Hit Dice. Treat skills from the base creature’s list as
  class skills. If the creature has a class, it gains skills for class
  levels normally.
  Feats: A half-fraal gains feats as an outsider of its non-
  class Hit Dice or as the base creature, whichever gives the
  greater number of feats. 
  Half-Fraal/Half-Illithid: CR 8; Medium-size aberration
  (alien); HD 8d8; hp 36; Mas 10; Init +6; Spd 30 ft.; Defense 15,
  touch 12, flat-footed 13 (+2 Dex, +3 natural); BAB +6; Grap +6;
  Atk +8 melee (1d4, tentacle); Full Atk +8 melee (1d4, 4 tenta-
  cles) or +8 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision
  60 ft., extract, improved grab, mind blast, psionics, spell
  resistance 25, telepathy; AL evil, law, alien; SV Fort +3, Ref +4,
  Will +9; AP 0; Rep +0; Str 10, Dex 14, Con 10, Int 23, Wis 21,
  Cha 19.
  Skills: Bluff +7, Concentration +3, Hide +4, Intimidate +7,
  Knowledge (any two) +10, Listen +8, Move Silently +4, Read/
  Write English, Read/Write Fraal, Read/Write German,
  Read/Write Japanese, Read/Write Spanish, Speak English,
  Speak Fraal, Speak German, Speak Japanese, Speak Spanish,
  Spot +9.
  Feats: Alertness, Combat Casting, Dodge, Improved Ini-
  tiative, Simple Weapons Proficiency, Weapon Finesse
  (tentacle).
  Psionic Powers: 0—detect psionics; 1st—charm
  person, lesser mindlink; 2nd—levitate, suggestion.
  Possessions: Business clothes, cell phone, notebook
  computer with cellular modem.
  Advancement: By character class.
  HARPY
  Harpies are malignant and wretched creatures that delight
  in torture, suffering, and death. Despite their cruel natures,
  these creatures have hauntingly beautiful voices that can
  weave songs so magical that no ordinary creature can
  resist them.
  A harpy is a winged, human-shaped creature standing 6
  feet tall and weighing about 200 pounds. It resembles a
  vicious-looking hag with the lower body and legs of a lizard-
  like bird and a wingspan of 15 feet. A harpy has pitch-black
  eyes, an oversized mouth lined with razor-sharp teeth, and
  long, stringy hair matted with dirt, blood, and other filth.
  Harpies have adjusted well to the modern world. They
  often roost on skyscrapers and in the gloom of abandoned
  buildings, where they create filthy nests filled with scraps,
  garbage, and the remains of their victims. Although harpies
  are usually solitary, they sometimes band together in small
  flocks dominated by the largest and most aggressive indi-
  vidual. Such partnerships rarely last long; petty disputes and
  animosity take hold rather quickly when multiple harpies
  keep company.
  A harpy is most active at night. It typically uses its capti-
  vating song ability to lure a hapless victim close, then
  spends the night (or even several days) torturing and tor-
  menting its new “toy” until it grows bored. Only then does
  it tear its victim apart with its razor-sharp claws and feast
  on the remains. 
  Species Traits
  Bonus Feat: A harpy gains Flyby Attack as a bonus feat.
  Captivating Song (Su): The song of a harpy is a sonic,
  mind-affecting charm effect that fills a 300-foot spread.
  Every creature within that area that can hear the harpy must
  succeed at a Will save (DC 10 + 1/2 the harpy’s Hit Dice + its
  Charisma modifier) or become utterly captivated for as long
  as the harpy sings. A captivated creature immediately begins
  moving toward the harpy, taking the most direct route avail-
  able. If its path leads into a dangerous area (through flame,
  off a building, or the like), the creature is entitled to a
  second saving throw at the same DC to negate the effect.
  An affected creature within 5 feet of the harpy simply
  stands there and offers no resistance to the monster’s
  attacks, although it can defend itself against attacks from
  other sources. Extremely loud music and other noises (such
  as an air horn) allow the captivated creature a new Will
  save. A creature that makes a successful saving throw at any
  point negates the effect and is immune to that harpy’s song
  for 24 hours. A harpy is immune to its own captivating song
  ability and to those of other harpies.
  Species Bonuses: The harpy’s amazing voice grants it a +4
  species bonus on Perform (act), Perform (sing), and Perform
  (stand-up) checks.
  Harpy: CR 4; Medium-size monstrous humanoid; HD 7d8;
  hp 31; Mas 10; Init +2; Spd 20 ft., fly 80 ft. (average); Defense
  14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 leather
  jacket); BAB +7; Grap +7; Atk +7 melee (1d8, metal baton); Full
  Atk +7/+2 melee (1d8, metal baton) or +7 melee (1d4,
  2 claws) or +9/+4 ranged (2d6, S&W M29); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ captivating song (DC 15); AL chaos, evil; SV
  Fort +2, Ref +7, Will +5; AP 0; Rep +0; Str 10, Dex 15, Con 10,
  Int 7, Wis 10, Cha 15.
  Skills: Bluff +6, Listen +5, Perform (act) +8, Perform
  (sing) +8, Perform (stand-up) +6, Read/Write English, Speak
  English, Spot +6.
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  Feats: Flyby Attack, Personal Weapon Proficiency, Simple
  Weapons Proficiency. 
  Possessions: Leather jacket, S&W M29 (.44 magnum
  revolver), 50 rounds of ammunition, metal baton.
  Advancement: By character class.
  Harpy Charismatic Hero 4: CR 8; Medium-size monstrous
  humanoid; HD 7d8 plus 4d6; hp 45; Mas 10; Init +2; Spd 20 ft.,
  fly 80 ft. (average); Defense 15, touch 13, flat-footed 13 (+2
  Dex, +1 class, +1 natural, +1 leather jacket); BAB +9; Grap +9;
  Atk +9 melee (1d8, metal baton); Full Atk +9/+4 melee (1d8,
  metal baton) or +9 melee (1d4, 2 claws) or +12/+7 ranged
  (2d6, S&W M29); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ captivating
  song (DC 16); AL chaos, evil; SV Fort +4, Ref +9, Will +6; AP 2;
  Rep +6; Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 16.
  Skills: Bluff +10, Knowledge (any two) +2, Listen +5, Per-
  form (act) +11, Perform (sing) +11, Perform (stand-up) +9,
  Read/Write English, Speak English, Spot +9.
  Feats: Flyby Attack, Personal Weapon Proficiency, Point
  Blank Shot, Renown, Simple Weapons Proficiency, Weapon
  Focus (S&W M29).
  Talents (Charismatic): Charm, fast-talk.
  Possessions: Leather jacket, S&W M29 (.44 magnum
  revolver), 50 rounds of ammunition, metal baton.
  HIPPOPOTAMUS
  The common brown or gray hippopotamus (Hippopota-
  mus amphibius) is an immense, river-dwelling animal.
  Though usually portrayed as docile, friendly creatures, hip-
  popotami can be savagely territorial, and older bulls have
  been known to attack anything that comes too near.
  A hippopotamus has a massive head, small eyes and ears,
  and large nostrils that it can close when it submerges. It also
  has a pair of long, sharp incisors that resemble tusks.
  Hippopotami are now found primarily in Africa, along the
  Nile River, where they roam in herds of ten to fifteen indi-
  viduals. Fossilized remains, however, indicate that these
  creatures were once quite widespread, inhabiting areas as
  far away as the British Isles and India. Such remains offer evi-
  dence that the physiology of the hippo has changed little
  since the Pliocene epoch. 
  Species Traits
  Hold Breath (Ex): A hippopotamus can seal
  its nostrils by muscular action and hold its
  breath for a number of rounds equal to
  its Constitution score × 10.
  Scent (Ex): This ability
  allows a hippopotamus to
  detect approaching enemies,
  sniff out hidden foes,
  and track by sense of
  smell. See Special Qualities
  in Chapter Eight: Friends and Foes in the d20 
  Modern Roleplaying Game for details.
  Skill Bonus: A hippopotamus is agile in
  the water, gaining a +4 species bonus on
  Swim checks.
  Hippopotamus: CR 6; Large animal; HD 8d8+40; hp 76; Mas
  20; Init –1; Spd 20 ft., swim 20 ft.; Defense 14, touch 8, flat-
  footed 14 (–1 size, –1 Dex, +6 natural); BAB +6; Grap +17; Atk
  +12 melee (2d6+10, bite); Full Atk +12 melee (2d6+10, bite); FS
  10 ft. by 10 ft.; Reach 5 ft.; SQ hold breath, scent; AL none; SV
  Fort +11, Ref +5, Will +3; AP 0; Rep +0; Str 24, Dex 9, Con 20,
  Int 2, Wis 12, Cha 3.
  Skills: Listen +7, Swim +11.
  Feats: None.
  Advancement: 9–16 HD (Large); 17–24 HD (Huge).
  INFESTER
  An infester is a nightmarish parasite that lives in the muck
  and filth produced by humanity’s advancing technology.
  Whether this creature is the result of evolution or adapta-
  tion to a polluted environment, researchers agree that it
  was spawned by the cesspool of toxins released by so-
  called “advanced” nations.
  A full-grown adult infester is 4 feet long and weighs 5
  pounds. It resembles an electric-blue lamprey with a large
  maw filled with concentric rings of inward-pointing fangs.
  An infester grub is only 2 inches long and weighs no more
  than a few ounces.
  An infester attacks by attaching itself to a human or
  other sizable mammal and burrowing into its flesh. Because
  its mouth secretes a powerful anesthetic, the host usu-
  ally remains unaware of the attack. After feeding on the
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  54
  nutrients its host takes
  in for a few months, the
  creature eats its way to free-
  dom, usually killing the
  host in the process.
  Species Traits
  Anesthetic Bite
  (Ex): The bite of an
  infester grub releases an
  anesthetic that numbs nerves. An
  opponent that does not actually wit-
  ness the attack must make a successful Wisdom check
  (DC 20) to notice it.
  Attach (Ex): If an infester grub successfully deals damage
  to a warm-blooded opponent, it latches onto the latter’s
  body in the same round and begins to burrow inside. The
  burrowing process takes 1 round to complete, during which
  the grub is flat-footed (Defense 16). Once the grub has fin-
  ished burrowing into the host, only a tiny wound is left to
  indicate that anything is amiss.
  Boost Host (Ex): An attached infester constantly pumps
  endorphins and other chemicals into the host’s body,
  increasing its strength and instilling a sense of euphoria
  and indestructibility. The host gains a +2 bonus to both
  Strength and Constitution but takes a –2 penalty to
  Wisdom. These adjustments begin within 1d6 rounds of
  attachment and remain in effect as long as the infester is
  within the host’s body.
  Host Protection (Ex): An attached infester uses its host’s
  base saving throw bonuses if those are better than its own.
  Effects that target vermin can’t affect an infester inside a
  host of another type.
  Infestation (Ex): Once inside its host, an infester grub
  slowly makes its way through the bloodstream until it
  reaches the torso, where it takes up residence and begins
  drawing nutrients from the host’s body. During this period,
  its boost host ability (see above) is constantly in effect.
  Because of the infester’s unique nutritional needs, even a
  normally herbivorous host gains an insatiable appetite for
  raw meat—particularly that of its own species. Some
  instances of cannibalism are the result of infesters that
  drove their hosts beyond the brink of sanity with their lust
  for meat.
  After one month of incubation, the infester reaches its
  full adult size and starts chewing its way out of the host’s
  torso. This process takes 1d6 minutes, during which the
  host experiences excruciating pain. The victim must
  make a Fortitude save (DC 20) or die when the infester
  bursts from its torso. Even on a successful save, the host
  still takes 6d6 points of damage.
  Once freed from the host, the adult infester seeks out
  a pool of filth and mud in which to live. It defends itself
  against any attacks but otherwise avoids conflict. After
  1d6 days, the infester gives birth to thousands of grubs
  and then perishes, its body providing nourishment for its
  brood. Only a few of these offspring survive beyond the
  first few hours. The remaining grubs wait patiently
  until another unsuspecting creature comes along
  to repeat the cycle.
  A successful Treat Injury check (DC 25) reveals the
  presence of an infester inside a host. The parasite can
  be removed with surgery (Treat Injury DC 30). A failure by 5
  or more irritates the infester, which begins burrowing out of
  the host prematurely, dealing 2d6 points of damage to its
  host (Fortitude DC 20 half).
  Vermin: Infesters have blindsight out to a range of 60
  feet. They are immune to mind-affecting effects and gain a
  +5 species bonus on Fortitude saves to negate the effects of
  massive damage.
  Infester (grub): CR 1/10; Fine vermin; HD 1/16 d8; hp 1; Mas
  11; Init +3; Spd 30 ft.; Defense 24, touch 18, flat-footed 16
  (+8 size, +6 Dex); BAB +0; Grap –21; Atk +3 melee (1, bite); Full
  Atk +3 melee (1, bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ anes-
  thetic bite, attach, blindsight 60 ft., boost host, host pro-
  tection, infestation, vermin; AL none; SV Fort +2, Ref +6,
  Will +0; AP 0; Rep +0; Str 1, Dex 23, Con 11, Int 1, Wis 10, Cha 5.
  Skills: Hide +24, Move Silently +8, Spot +6.
  Feats: None.
  Advancement: None.
  Infester (adult): CR 1; Tiny vermin; HD 1d8+3; hp 7; Mas 13;
  Init +3; Spd 30 ft.; Defense 15, touch 14, flat-footed 12 (+1 size,
  +3 Dex, +1 natural); BAB +0; Grap –9; Atk +0 melee (1d3–2,
  bite); Full Atk +0 melee (1d3–1, bite); FS 2 1/2 ft. by 2 1/2 ft.;
  Reach 0 ft.; SQ blindsight 60 ft., boost host, host protection,
  infestation, vermin; AL none; SV Fort +3, Ref +3, Will +0;
  AP 0; Rep +0; Str 6, Dex 16, Con 13, Int 1, Wis 10, Cha 5.
  Skills: Hide +14, Move Silently +6, Spot +6.
  Feats: None.
  Advancement: None.
  INTELLECT DEVOURER
  Intellect devourers are genetically engineered organisms of
  alien origin. They are specifically designed to gather intelli-
  gence on the planet Earth by infiltrating the minds of its
  intelligent native species. An intellect devourer physically
  occupies the brain pan of a higher organism and, through
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  some unknown process, fuses itself to its host’s spinal cord
  and central nervous system. This unique fusion allows the
  intellect devourer to devour an opponent’s brain, absorb its
  memories, and then animate the dead body.
  An intellect devourer looks like a 3-foot-diameter human
  brain. It has four bestially jointed legs, each of which ends in
  a three-toed foot tipped with cruel claws. The creature has
  no eyes or other visible sensory organs.
  An intellect devourer selects its victims carefully. It usu-
  ally seeks out a human who lives alone and has access to
  confidential information, restricted areas, or both. The crea-
  ture stalks its chosen victim invisibly until the latter is iso-
  lated, alone, and vulnerable, then it uses its mental blast
  ability to stun the target into submission and its body thief
  ability to take the victim’s place.
  Species Traits
  Body Thief (Sp): After rendering its victim helpless with
  its mental blast, an intellect devourer cracks open the
  victim’s skull, devours the brain within, and physically takes
  its place, sloughing off part of its own body to fit into the
  cavity. Once safely in control of the victim’s body, the intel-
  lect devourer closes the victim’s wounds with its psionic
  powers, then removes all physical evidence of its attack and
  assumes the victim’s identity. 
  All of its psionic powers function on the possessed body
  as if it were the creature’s own, so its first act after assum-
  ing control is to use lesser body adjustment to heal
  the grievous head wound. As long as the victim
  was not truly dead (hit points reduced to
  –10) at the time of the cranial invasion, the
  intellect devourer can control the body
  completely, though it may move a bit stiffly. The
  body theft lasts a maximum of seven days, after
  which the intellect devourer’s own form once again
  grows too large to remain inside the cranial cavity.
  A possessed body uses the ability scores of its controlling
  intellect devourer, although its Defense is unchanged. It has
  a maximum of 6 hit points (even when fully healed) and a
  base attack bonus of +4. The intellect devourer gains none
  of the victim’s former class abilities or special qualities.
  Damage Reduction 10/+1 (Su): An intellect devourer
  ignores the first 10 points of damage dealt by any nonmag-
  ical weapon. In campaigns without magic weapons, the GM
  can either disregard the intellect devourer’s damage reduc-
  tion or apply it only to certain types of weapons (ballistic,
  bludgeoning, piercing, slashing, or sonic/concussion).
  Electricity Resistance 15 (Ex): An intellect devourer
  ignores the first 15 points of electricity damage from
  any single attack.
  Fire Immunity (Ex): An intellect devourer is
  immune to fire damage.
  Invisibility (Sp): The intellect devourer can
  become invisible at will, as the invisibility spell
  (caster level 10th).
  Psionics (Sp): At will—domination, lesser body
  adjustment, mental blast. Manifester level 10th; save DC
  10 + intellect devourer’s key ability modifier + power level.
  Skill Bonus: When an intellect devourer consumes a
  brain, it absorbs some of the victim’s memories, gaining a +5
  competence bonus on Perform (act) checks when trying to
  pass off the possessed body as the original creature.
  Intellect Devourer: CR 8; Small aberration; HD 6d8+12;
  hp 39; Mas 15; Init +8; Spd 40 ft.; Defense 17, touch 15, flat-
  footed 13 (+1 size, +4 Dex, +2 natural); BAB +4; Grap +1; Atk +6
  melee (1d3+1, claw); Full Atk +6 melee (1d3+1, claw) or +9
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ body thief, damage
  reduction 10/+1, electricity resistance 15, fire immunity,
  invisibility, psionics; AL chaos, evil; SV Fort +4, Ref +6,
  Will +6; AP 0; Rep +0; Str 13, Dex 19, Con 15, Int 12, Wis 12,
  Cha 10.
  Skills: Climb +10, Jump +9, Listen +8, Perform (act) +6 (+11
  when trying to pass off the possessed body as the original
  creature), Spot +9.
  Feats: Alertness, Improved Initiative.
  Advancement: 7–8 HD (Medium-size); 9–12 HD (Large).
  JYNX
  During World War II, countless mechanical problems and
  electrical failures plagued the aircraft of the United States
  Army Air Force and the British Royal Air Force. Some of
  these malfunctions resulted in crashes that killed entire
  crews. Pilots and crew often claimed that the failures
  were due to “gremlins”—little creatures that sneaked
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  56
  aboard aircraft and disabled vital components, often while
  the airplanes were in flight. Some of the flyboys whose
  planes suffered such “attacks” even claimed to have seen
  little creatures lurking in dark corners of their planes’ cabins
  or—stranger still—odd shadows clinging to the wings or the
  engine housings during flight. 
  Although military forces around the world deny their
  existence, these “gremlins” are quite real. Malicious in the
  extreme, they dwell high in the sky and call themselves
  jynxes.
  A jynx is a fey creature about as tall as a human child. It
  has sharp, needlelike teeth and talons, and a pair of small
  wings juts from its back. Its eyes are black, and they often
  gleam with a malicious light.
  For many years, jynxes have resented the noisy, smelly,
  manmade flying machines that regularly invade their terri-
  tory. Consequently, they seize any opportunity to attach
  themselves to passing airplanes and rip holes in the wings,
  tear out vital engine components, or snarl wiring. Some-
  times, aided by their natural invisibility, jynxes even venture
  earthward to tamper with grounded aircraft. They steal
  aboard planes and jets to tangle parachutes, disconnect
  hoses, and puncture hydraulic systems. Once they have fin-
  ished with their deadly work, these spiteful and sadistic
  creatures enjoy clinging to the skin of the doomed aircraft
  to enjoy watching its demise.
  Species Traits
  Electricity Immunity (Ex): A jynx is immune to electric-
  ity damage, though a successful attack that deals such
  damage causes it to become visible (see below).
  Natural Invisibility (Su): A jynx remains invisible even
  when attacking. Any creature that correctly discerns its
  location despite being unable to see it has a 50% miss
  chance on melee and ranged attacks. This ability is always
  active, but the jynx can suppress or resume it at will as a
  free action.
  Rending Claws (Ex): A jynx’s claws ignore the hardness of
  items made of wood, metal, or plastic.
  Skill Bonus: A jynx gains a +4 species bonus on Disable
  Device checks.
  Spider Climb (Sp): A jynx can travel on any surface as
  though affected by a spider climb spell. This ability is
  always active.
  Jynx: CR 1; Small fey; HD 1d6; hp 3; Mas 11; Init +4; Spd 30 ft.,
  fly 150 ft. (perfect); Defense 16, touch 15, flat-footed 12 (+1
  size, +4 Dex, +1 natural); BAB +0; Grap –6; Atk +5 melee
  (1d3–2, claw); Full Atk +5 melee (1d3–2, 2 claws) or +4 ranged;
  FS 5 ft. by 5 ft.; Reach 5 ft.; SQ electricity immunity, low-light
  vision, natural invisibility, rending claws, spider climb; AL
  chaos, evil; SV Fort +0, Ref +4, Will +5; AP 0; Rep +0; Str 7,
  Dex 18, Con 11, Int 15, Wis 16, Cha 14.
  Skills: Balance +8, Climb +2, Disable Device +10, Escape
  Artist +8, Hide +8, Jump +2, Listen +7, Move Silently +8, Pilot
  +8; Repair +3, Search +6, Spot +7.
  Feats: Dodge, Mobility, Weapon Finesse (claw).
  Possessions: None.
  Advancement: By character class.
  Jynx Fast Hero 3: CR 4; Small fey; HD 1d6 plus 3d8; hp 17;
  Mas 11; Init +4; Spd 30 ft., fly 150 ft. (perfect); Defense 20,
  touch 19, flat-footed 16 (+1 size, +4 Dex, +1 natural, +4 class);
  BAB +2; Grap –4; Atk +7 melee (1d3–2, claw); Full Atk +7
  melee (1d3–2, 2 claws) or +6 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ electricity immunity, low-light vision, natural invis-
  ibility, rending claws, spider climb; AL chaos, evil; SV Fort +1,
  Ref +6, Will +6; AP 1; Rep +1; Str 7, Dex 18, Con 11, Int 15,
  Wis 16, Cha 14.
  Occupation: Adventurer.
  Skills: Balance +14, Climb +2, Demolitions +8, Disable
  Device +16, Drive +7, Escape Artist +14, Hide +8, Jump +4,
  Listen +7, Move Silently +8, Pilot +11; Repair +3, Search +6,
  Spot +7, Tumble +12.
  Feats: Acrobatic, Aircraft Operation (heavy aircraft), Air-
  craft Operation (jet fighters), Dodge, Mobility, Personal
  Firearms Proficiency, Weapon Finesse (claws).
  Talents: Evasion, uncanny dodge 1.
  Possessions: None.
  KINORI
  Kinori are fierce dinosaurlike creatures that live deep
  underground. Despite their bestial appearance, however,
  kinori are intelligent tool users that have a culture on par
  with that of humans.
  A kinori looks like a long-armed deinonychus with a pad-
  dlelike tail and webbed feet instead of clawed toes. Its peb-
  bled skin ranges in hue from ivory to pale white—a result of
  the eons that the species has spent in subterranean cities. A
  kinori’s large white eyes are adapted to see in the dark, so
  the creatures despise bright light.
  According to hieroglyphs found in the most ancient cave
  cities of the kinori, these creatures are the descendents of
  aliens that settled on Earth millions of years ago. To survive
  on Earth, they incorporated portions of DNA taken from
  native creatures (later known as dinosaurs) into their own,
  thereby assuming both the immunities and the general
  appearance of those creatures.
  When the kinori learned that a meteor was about to
  strike the Earth, they did not have enough time to gather
  the resources they needed to flee. Instead, they took as
  many of their goods and people as possible to safety under-
  ground. After the meteor struck, the kinori discovered that
  the dinosaurs were dead. Conditions were harsh, and many
  of the kinori died as well. During the ensuing post-apoca-
  lyptic Dark Ages, the kinori had to struggle each day to find
  enough food. Rivalries and wars beneath the Earth’s surface
  were common, and the kinori existed on the brink or extinc-
  tion for millions of years. Over time, they forgot their lan-
  guage, science, culture, and history and devolved into little
  more than the predatory animals they resembled. 
  Human encounters with kinori during those lean years are
  likely the sources of some human legends about slaying
  dragons and devils, but such encounters taught the kinori a
  great deal. Outnumbered and fearful of humans and the
  bright surface world, the kinori slowly began to rebuild what
  they had lost. Though they lagged behind humans in tech-
  nological knowledge, they learned much from human sci-
  ence. Slowly, they developed a culture that grew in tandem
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  with that of humans. Using salvaged human technology, the
  kinori have sought out the buried relics of their own past,
  hoping to relearn the advanced sciences of their ancestors.
  Small enclaves of kinori can be found beneath Europe and
  the Middle East, but most of these creatures have fled
  through an ancient network of tunnels to the polar regions.
  Inured to cold and fearful of light, the kinori find the desolate
  polar regions to be excellent places to test their new tech-
  nologies. When the sun comes to a pole, the kinori either
  move deep beneath the ice or migrate to the other pole.
  Kinori despise humans, seeing them as usurpers of their
  chosen homeworld. When the kinori discover enough of the
  technology of their ancestors to gain a military edge over
  humanity, they plan to attack the surface and take back
  their world.
  Though some kinori have learned to use weapons, most
  prefer to attack with their claws and teeth. They are intelligent
  enough to work together and develop workable strategies.
  Species Traits
  Cold Resistance 20 (Ex): A kinori ignores the first 20
  points of cold damage from any single attack.
  Easy Breathing (Ex): Since a kinori requires much less
  oxygen to breathe than a human does, the creature can hold
  its breath for up to an hour. If exposed to a dangerous
  inhaled effect, a kinori gains a +5 species bonus on any
  required saving throw.
  Light Sensitivity (Ex): A kinori takes a –2 penalty on
  attack rolls, checks, and saves in sunlight or other bright
  light.
  Skill Bonus: A kinori can turn its skin white as a free
  action, much as a chameleon changes its color. It gains a +4
  species bonus on Hide checks when concealed against a
  white background, such as snow and ice.
  Kinori: CR 1; Medium-size monstrous humanoid; HD 2d8+2;
  hp 11; Mas 13; Init +1; Spd 20 ft., swim 30 ft.; Defense 14, touch
  11, flat-footed 13 (+1 Dex, +3 natural); BAB +2; Grap +3; Atk +3
  melee (1d4+1, claw or bite); Full Atk +3 melee (1d4+1, 2 claws)
  and +1 melee (1d4, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft; SQ cold resistance 20, darkvision 120 ft., easy breathing,
  light sensitivity; AL kinori, evil; SV Fort +1, Ref +4, Will +3;
  AP 0; Rep +0; Str 13, Dex 12, Con 13, Int 11, Wis 10, Cha 11.
  Skills: Climb +5, Hide +5 (+9 when concealed against a
  white background), Listen +3, Move Silently +5, Spot +3,
  Survival +5, Swim +10.
  Feats: Archaic Weapon Proficiency, Multiattack, Simple
  Weapons Proficiency.
  Advancement: By character class.
  Kinori Strong Hero 1: CR 2; Medium-size monstrous
  humanoid; HD 2d8+2 plus 1d8+1; hp 16; Mas 13; Init +1; Spd 20
  ft., swim 30 ft.; Defense 15, touch 12, flat-footed 14 (+1
  Dex, +3 natural, +1 class); BAB +3; Grap +4; Atk +4 melee
  (1d4+2, claw or bite) or +4 ranged (2d6, Colt Desert
  Eagle); Full Atk +4 melee (1d4+2, 2 claws) and +2 melee
  (1d4+1, bite) or +4 ranged (2d6, Colt Desert Eagle); FS 5
  ft. by 5 ft.; Reach 5 ft; SQ cold resistance 20, dark-
  vision 200 ft., easy breathing, light sensitivity; AL kinori,
  evil; SV Fort +2, Ref +4, Will +3; AP 0; Rep +0; Str 13, Dex 12,
  Con 13, Int 11, Wis 10, Cha 11.
  Skills: Climb +6, Hide +5 (+9 when concealed against a
  white background), Listen +3, Move Silently +5, Spot +3, Sur-
  vival +5, Swim +11. 
  Feats: Archaic Weapons Proficiency, Multiattack, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency.
  Talents (Strong Hero): Melee smash. 
  Possessions: Colt Desert Eagle, 20 rounds of 10mm
  ammunition.
  KROATH
  Kroaths are enigmatic humanoids that hail from another
  part of the galaxy. Almost nothing is known about them,
  except that they are aggressive when disturbed and use
  technology far beyond what humans currently possess.
  Even the name of their species is unknown; human re-
  searchers call them kroaths because of the odd croaking
  noises that make up their language. The few kroaths that
  have been spotted appear to be scouts, but their motives
  are unknown. No instances of friendly contact or interac-
  tion between kroaths and humans have ever been reported.
  Kroaths move about the Earth encased in bulky armor
  that obscures their true forms. A typical specimen stands
  almost 7 feet tall, although this height may be attributable
  more to the armor than to the creature inside. Scientists
  speculate that kroath armor serves as an environment suit
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  as well as protective gear, providing the atmosphere re-
  quired for kroath to survive. A suit of kroath armor contains
  a mucuslike gel that oozes out and hardens to repair holes
  and damage to the suit—and possibly to the kroath inside as
  well. This self-repair ability combined with the kroath’s nat-
  ural resilience to pain means that a kroath goes down only
  when it’s dead.
  In fact, kroaths are masters of a bizarre form of biotech-
  nology that they use for building armor, weapons, tools,
  vehicles, and literally anything else that they may need.
  Their armor is an extension of their own bodies, and their
  tools function like living organisms, pulsing with veins of
  glowing liquid and covered in nodules of semitransparent
  material. Kroath weapons emit beams of a strange energy
  known as dark plasma—a mixture of heat and dark matter
  that partially disintegrates its target. Kroaths also make use
  of monofilament melee weapons that can slice through the
  thickest materials with ease.
  Despite their superior technology, kroaths do perish in
  combat from time to time. When this occurs, the dead
  kroath’s armor secretes a powerful acid that quickly reduces
  both itself and its wearer to a pool of foul-smelling chemi-
  cals. This failsafe mechanism has thus far prevented human
  scientists from discovering any useful information about
  kroath physiology or technology.
  Kroaths read, write, and speak their own language, the
  key to which has so far eluded linguists. Kroaths understand
  but do not speak terrestrial languages.
  Species Traits
  Bioorganic Armor (Ex): A kroath’s armor is an extension
  of its body. As such, it imposes no armor penalties of any
  kind, despite its apparent bulk. When damaged, the armor
  automatically secretes a chemical that closes holes and
  effects repairs (see fast healing, below). If the kroath is ren-
  dered unconscious or reduced below 0 hit points, its armor
  releases a powerful acid that completely decomposes the
  kroath, armor and all, in 1 round. Any other creature touching
  the kroath during this round takes 4d6 points of acid damage
  (no saving throw). After the kroath has been reduced to its
  component chemicals, the acid becomes inert.
  Bonus Feats: A kroath receives Alien Weapons Profi-
  ciency and Simple Weapons Proficiency as bonus feats.
  Damage Reduction 5/– (Ex): The kroath’s bioorganic
  armor allows it to ignore the first 5 points of damage dealt
  by any attack.
  Fast Healing 5 (Ex): A kroath regains 5 hit points of
  damage per round unless it is reduced to –10 or fewer hit
  points. This ability does not enable the kroath to regrow or
  reattach severed body parts.
  Immunities (Ex): A kroath is immune
  to poison and to any detrimental atmos-
  pheric effects, such as gas, smoke, or lack
  of oxygen.
  Kroath Weapons
  The following alien weapons are typical
  of kroath technology (see Table 1–3 for
  statistics):
  Dark Plasma Rifle: Made from the
  kroath’s bioorganic technology, dark
  plasma rifles are the standard weapons of
  kroath troops. Any creature struck by the
  rifle’s beam can make a Fortitude save (DC
  15) to reduce the damage by half. A target
  killed by the rifle’s beam is disintegrated. A dark
  plasma rifle can be fired twenty times on a
  single charge, and it can be recharged through
  a method only known by the kroath. The
  weapon has hardness 5 and 3 hp. If it takes
  enough damage to be destroyed, it melts
  down into a pool of chemicals.
  Dark Plasma Trigun: The trigun is a
  larger version of the dark plasma rifle, com-
  monly mounted on a tripod. It functions exactly
  like the dark plasma rifle, except that it has a
  greater range increment and 5 hp instead of 3.
  Filament Chain: A filament chain is a short whip made of
  monofilament wire that can slice through most materials.
  The filament chain ignores the hardness of objects and the
  equipment bonus of armor. It has hardness 3 and 2 hp, and it
  breaks down into chemical goo if destroyed. The filament
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  chain must be recharged every 1d4 days if separated from a
  kroath’s bioorganic armor. If it is not recharged after the
  required time, it melts down as described above.
  Kroath: CR 3; Medium-size humanoid (alien); HD 2d8+8;
  hp 17; Mas 18; Init +1; Spd 30 ft.; Defense 19, touch 11, flat-
  footed 18 (+1 Dex, +8 bioorganic armor); BAB +1; Grap +2; Atk
  +2 melee (1d4+1, claw) or +2 melee (2d6+1/19–20, filament
  chain); Full Atk +2 melee (1d4+1, 2 claws) or +2 melee
  (2d6+1/19–20, filament chain) or +2 ranged (4d6, dark
  plasma rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ bioorganic
  armor, damage reduction 5/–, fast healing 5, immunities,
  low-light vision; AL kroath; SV Fort +7, Ref +1, Will +1; AP 0;
  Rep +0; Str 13, Dex 13, Con 18, Int 16, Wis 12, Cha 9.
  Skills: Computer Use +7, Craft (chemical) +7, Craft
  (mechanical) +7, Knowledge (Earth and Life Sciences) +7,
  Knowledge (physical sciences) +7, Knowledge (tactics) +7,
  Listen +5, Read/Write English, Read/Write Kroath, Speak
  Kroath, Search +5, Spot +5.
  Feats: Alertness, Alien Weapons Proficiency, Simple
  Weapon Proficiency.
  Possessions: Bioorganic armor, dark plasma rifle,
  filament chain.
  Advancement: By character class.
  Kroath Tough Hero 3: CR 6; Medium-size humanoid
  (alien); HD 2d8+8 plus 3d10+12 plus 3 (Toughness); hp
  48; Mas 18; Init +5; Spd 30 ft.; Defense 21, touch 14, flat-
  footed 20 (+1 Dex, +2 class, +8 bioorganic armor); BAB
  +3; Grap +5; Atk +5 melee (1d4+1, claw) or +5 melee
  (2d6+2/19–20, filament chain); Full Atk +5 melee
  (1d4+1, 2 claws) or +5 melee (2d6+2/19–20, filament
  chain) or +4 ranged (4d6, dark plasma rifle); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ bioorganic armor, damage reduc-
  tion 6/–, fast healing 5, immunities, low-light vision;
  AL kroath; SV Fort +9, Ref +2, Will +2; AP 0; Rep +1; Str
  14, Dex 13, Con 18, Int 16, Wis 12, Cha 9.
  Skills: Computer Use +12, Craft (chemical) +9,
  Craft (mechanical) +8, Knowledge (Earth and Life
  Sciences) +8, Knowledge (physical sciences) +8,
  Knowledge (tactics) +9, Listen +7, Read/Write Eng-
  lish, Read/Write Kroath, Speak Kroath, Search +7,
  Spot +7.
  Feats: Alertness, Alien Weapons Proficiency,
  Improved Initiative, Simple Weapons Proficiency,
  Toughness.
  Talents (Tough Hero): Damage reduction 1/–,
  remain conscious.
  Possessions: Bioorganic armor, dark plasma rifle,
  filament chain.
  LITTER BRUTE
  Litter brutes are spontaneously generated constructs bent
  on exacting vengeance against humanity for ruining the
  environment. Like ecological bogeymen, litter brutes have
  been executing despoilers of nature ever since the mid-
  1970s, leaving asphyxiated victims lying in piles of rubbish.
  Litter brutes killed so many people in this fashion during the
  1980s that the Federal Bureau of Investigation was con-
  vinced a sanitation worker had turned serial killer.
  A litter brute is a towering pile of shifting, surging
  garbage shaped roughly like a human. Its body is a collec-
  tion of nonbiodegradable refuse, such as cardboard, Sty-
  rofoam, plastic, metal, wire, string, and glass. It can
  reconfigure its form to face any direction in an instant, and
  TABLE 1–3: KROATH WEAPONS
  Damage
  Range
  Rate of
  Purchase
  Weapon
  Damage Critical
  Type
  Increment
  Fire
  Size
  Weight Magazine
  DC
  Restriction
  Alien Weapons (require the Alien Weapons Proficiency feat)
  Dark plasma rifle
  4d61
  20
  Energy
  20 ft.
  S, A
  Large
  12 lb.
  20 box
  32
  special2
  Dark plasma trigun 4d61
  20
  Energy
  50 ft.
  S, A
  Huge
  35 lb.
  20 box
  37
  special2
  Filament chain
  2d6
  19–20
  Slashing
  —
  —
  Small
  2 lb.
  —
  26
  special2
  1 A successful Fortitude save (DC 15) reduces the damage by half.
  2 This weapon is not produced on Earth and is not available for sale in legitimate markets or on the black market.
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  it can “flow” around most obstacles, though it cannot
  squeeze through openings smaller than its own body. 
  Species Traits
  Construct: A litter brute has the traits and immunities
  common to constructs.
  Dimension Door (Sp): At will, a litter brute can remove
  its essence from the objects that form its body, dropping
  them wherever they happen to land, then reappear up to
  500 feet away, reconstructing its body from garbage and
  refuse there (assuming enough raw material exists in the
  target location). The litter brute cannot use its dimension
  door ability to transport other objects or creatures.
  Electricity Immunity (Ex): A litter brute takes no damage
  from electricity. In fact, a litter brute struck by an electrical
  attack uses the residual energy to deal +1d6 points of elec-
  tricity damage on its slam attacks the following round.
  Engulf (Ex): A litter brute can simply bowl over oppo-
  nents up to one size category smaller than itself as a free
  attack during its move action. This attack affects as many
  opponents as the monster’s body can cover. Each target can
  make either an attack of opportunity against the litter brute
  or a Reflex save (DC 10 + 1/2 the litter brute’s Hit Dice + its
  Strength modifier) to avoid being engulfed. A successful
  saving throw indicates that the target has been pushed back
  or aside (target’s choice) as the litter brute surges forward.
  An engulfed creature is considered grappled. A litter brute
  cannot make a slam attack during a round in which it
  attempts to engulf, but each engulfed creature takes slam
  damage (half bludgeoning, half slashing) on that round and
  every round that it remains trapped.
  Fast Healing 1: So long as there is some sort of litter or
  refuse within 60 feet of it, a litter brute heals 1 point of
  damage per round unless it is reduced to –10 or fewer hit
  points. This ability does not enable the litter brute to
  regrow or reattach severed body parts.
  Garbage Growth (Ex): A litter brute can stuff objects
  inside itself to add to its bulk, if desired. Given enough time
  and a large enough supply of refuse, it can increase its Hit
  Dice by 1 per 24 hours, provided that it does nothing else.
  See Advancement (below) for changes in size category
  based on Hit Dice.
  Sharp Implements:Within a litter brute’s body are count-
  less sharp implements, which protrude from its form in vari-
  ous places. Because of these protrusions, half of the damage
  a litterfolk deals with a slam attack is slashing damage.
  Litter Brute: CR 4; Large construct; HD 6d10+20; hp 53;
  Mas —; Init +0; Spd 20 ft.; Defense 17, touch 9, flat-footed 17
  (–1 size, +8 natural); BAB +4; Grap +10; Atk +5 melee (1d8+2,
  slam); Full Atk +5 melee (1d8+2, 2 slams); FS 10 ft. by 10 ft.;
  Reach 10 ft.; SQ construct, darkvision 60 ft., dimension
  door, engulf, fast healing 5, garbage growth, sharp imple-
  ments; AL none; SV Fort +2, Ref +2, Will +3; AP 0; Rep +0;
  Str 14, Dex 11, Con —, Int —, Wis 12, Cha 6.
  Skills: None.
  Feats: None.
  Advancement: 7–10 HD (Large); 11–18 HD (Huge); 19–24
  HD (Gargantuan).
  Advanced Litter Brute: CR 6; Huge construct; HD 12d10+40;
  hp 106; Mas —; Init –1; Spd 20 ft.; Defense 18, touch 7, flat-
  footed 18 (–2 size, –1 Dex, +11 natural); BAB +9; Grap +23; Atk
  +13 melee (2d6+6, slam); Full Atk +13 melee (2d6+6, 2 slams);
  FS 15 ft. by 15 ft.; Reach 10 ft.; SQ con-
  struct, darkvision 60 ft., dimension
  door, engulf, fast healing 5, garbage
  growth, sharp implements; AL
  none; SV Fort +4, Ref +3, Will +5;
  AP 0; Rep +0; Str 22, Dex 9, Con
  —, Int —, Wis 12, Cha 6.
  Skills: None.
  Feats: None.
  KM
  Luciferan
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  LUCIFERAN
  Luciferans are aliens that have been on Earth for as long as
  humans have been the dominant species. These creatures
  have a name in every culture, and legends of encounters
  with “devils” often describe contact with luciferans. No one
  knows why or how they came to Earth, however.
  Multiple races exist within the luciferan species, but all
  have a few features in common. A luciferan is a bipedal crea-
  ture of generally human shape and size. Its skin is lumines-
  cent, though it may be of any shade from dark red to purple
  or blue, and the irises of its eyes shine with the same lumi-
  nescence. Its long, thin fingers are tipped with sharp claws.
  Each of its legs has an extra joint between the ankle and shin
  and ends in doglike or birdlike feet, complete with talons.
  Partly because of their sinister appearance, most lucifer-
  ans maintain a safe distance from humanity. They consider
  humans amusing but treacherous animals, so they tend
  to be circumspect about contact with humankind. When
  they do initiate communication, it is usually to offer infor-
  mation or technology, spawning countless tales of “deals
  with the devil.”
  Luciferans prefer to avoid open altercations with
  humans whenever possible. If pressed, however, a luciferan
  can fight with its claws or with nearly any personal firearm
  obtainable on Earth. 
  Species Traits
  Automatic Language: Luciferans read, write, and speak
  Aramaic.
  Body Glow (Su): A luciferan’s skin constantly emits a
  pale red glow that is imperceptible in lighted conditions,
  but the effect reduces any concealment the luciferan may
  have due to darkness by one step.
  Immolation (Su): A luciferan can increase the glow from
  its skin into a raging inferno. The flame so generated deal
  6d6 points of fire damage to each object and creature
  within a 10-foot radius of the luciferan. A successful Reflex
  save (10 + 1/2 the luciferan’s Hit Dice + its Constitution mod-
  ifier) halves the damage.
  Skill Bonuses: A luciferan gains a +2 species bonus on
  Bluff and Intimidate checks.
  Luciferan: CR 2; Medium-size outsider; HD 2d8+2; hp 11;
  Mas 14; Init +1; Spd 30 ft., fly 40 ft. (average); Defense 15,
  touch 11, flat-footed 14 (+1 Dex, +4 natural); BAB +2; Grap +2;
  Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws) or
  +3 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  body glow, darkvision 60 ft., immolation; AL any; SV Fort +5,
  Ref +4, Will +4; AP 0; Rep +0; Str 10, Dex 13, Con 14, Int 12,
  Wis 12, Cha 14.
  Skills: Bluff +4, Intimidate +4, Knowledge (arcane lore) +6,
  Read/Write Aramaic, Speak Aramaic, Speak English.
  Feats: Simple Weapons Proficiency.
  Possessions: Colt Python, 12 rounds of .357 ammunition.
  Advancement: By character class.
  Luciferan Class Smart Hero 3/Mage 3: CR 8; Medium-size
  outsider; HD 2d8+2 plus 3d6+6 plus 3d6+6; hp 44; Mas 14;
  Init +1; Spd 30 ft., fly 40 ft. (average); Defense 18, touch 14,
  flat-footed 17 (+1 Dex, +3 class, +4 natural); BAB +4; Grap +4;
  Atk +4 melee (1d4, claw); Full Atk +4 melee (1d4, 2 claws), or
  +5 ranged (2d6, Colt Python revolver); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ body glow, brew potion, darkvision 60 ft., immola-
  tion, scribe scroll, summon familiar; AL any; SV Fort +7,
  Ref +6, Will +9; AP 3; Rep +3; Str 10, Dex 13, Con 14, Int 13,
  Wis 12, Cha 15.
  Occupation: Dilettante (bonus class skill: Intimidate).
  Skills: Bluff +4, Computer Use +7, Concentration +8, Craft
  (chemical) +10, Decipher Script +7, Disable Device +7, Intim-
  idate +7, Investigate +7, Knowledge (arcane lore) +15, Knowl-
  edge (technology) +7, Read/Write Arabic, Read/Write
  Aramaic, Read/Write Dutch, Read/Write English, Research
  +10, Speak Arabic, Speak Aramaic, Speak Dutch, Speak Eng-
  lish, Speak French, Spellcraft +7.
  Feats: Alien Weapons Proficiency, Archaic Weapons Pro-
  ficiency, Combat Expertise, Iron Will, Low Profile, Simple
  Weapons Proficiency.
  Talents: Savant (research), trick.
  Mage Spells (4/3/1): 0—detect magical aura, light,
  mage hand, read magic; 1st—change self, power device,
  sleep; 2nd—invisibility. Caster level 3rd; save DC 11 +
  spell level.
  Possessions: Colt Python (.357 revolver), 12 rounds of .357
  ammunition, 1d4 scrolls, 1d4 potions.
  MALLEABLE CREATURE
  (TEMPLATE)
  “Malleable” is a term used to describe creatures that can
  elongate their limbs and compress their bodies in astound-
  ing ways. Typically, this trait is a mutation—or a throwback
  to a genetic trait present in the earliest life forms millions of
  years in the past. Exposure to strange radiation, chemicals,
  magic, or other situations sometimes triggers this dormant
  trait, making the possessor’s bones pliable and its muscles
  and tissues resistant to tearing and blunt trauma.
  A malleable creature looks much like the creature it once
  was, except for a certain fluidity in its movements and a
  tendency to rest its limbs in unusual (often painful-looking)
  positions.
  A malleable creature can stretch its limbs to almost
  twice their normal length or compress its torso to slip
  through impossibly narrow cracks. Over time, it gains more
  control over this ability, eventually gaining the ability to
  change its facial features to some extent. On the downside,
  malleable creatures lose a bit of coordination because of
  their flexible bones, and they are often considered freaks by
  the mundane world.
  Template Traits
  “Malleable creature” is an acquired template that can be
  added to any corporeal humanoid or monstrous humanoid
  (referred to hereafter as the “base creature”). The creature
  retains its original type. It uses the base creature’s statistics
  and special abilities except as noted here.
  Challenge Rating: Same as base creature +1.
  Grapple Bonus: A malleable creature gains a +4 species
  bonus on grapple checks.
  CREATURES
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  Special Qualities: A malleable creature retains all the
  special qualities of the base creature and gains the addi-
  tional special qualities described below.
  Bludgeoning Resistance 5 (Ex): A malleable creature
  ignores the first 5 points of bludgeoning damage from any
  single attack.
  Increased Reach (Ex): The reach of a malleable creature
  increases by 5 feet.
  Malleable Form (Ex): This ability allows a malleable
  creature to make itself look different. It can appear 1 foot
  shorter or taller than its normal height, and it can seem
  thinner or fatter. It cannot change its skin, hair color, body
  type, or number of limbs. This ability does not allow the
  malleable creature to mimic the appearance of specific
  individuals.
  As a full-round action, a malleable creature can squeeze
  through an opening as small as 6 inches square. In the case
  of an enclosed space, such as a drainpipe or airshaft, the
  malleable creature moves at one-third of its normal speed,
  but it can take no other actions until at least half of its body
  mass has emerged from the enclosure. Objects and clothing
  worn by the malleable creature may or may not be small
  enough to fit through the opening—objects larger than Tiny
  are left behind unless every part of the opening is large
  enough to accommodate them.
  Saves: Same as the base creature, with a +1 species bonus
  on Fortitude saves, and modified by new ability scores.
  Ability Scores: A malleable creature’s ability scores
  change as follows: Con +2, Dex –4.
  Skill Bonuses: A malleable creature’s pliant body grants
  it a +4 species bonus on Disguise checks and a +10 species
  bonus on Escape Artist checks.
  Bonus Feat: A malleable creature gains Nimble as a
  bonus feat.
  Malleable Human Tough Hero 4/Dedicated Hero 3: CR
  8; Medium-size humanoid; HD 4d10+16 plus 3d6+12 plus 3
  (Toughness); hp 63; Mas 19; Init –2; Spd 30 ft.; Defense 16,
  touch 13, flat-footed 16 (–2 Dex, +5 class, +3 undercover
  vest); BAB +5; Grap +10; Atk +6 melee (1d4+1, unarmed strike)
  or +3 ranged (2d6, Beretta 92F); Full Atk +6 melee (1d4+1,
  unarmed strike) or +3 ranged (2d6, Beretta 92F); FS 5 ft. by
  5 ft.; Reach 10 ft.; SQ bludgeoning resistance 5, increased
  reach, malleable form; AL any; SV Fort +11, Ref +0, Will +6;
  AP 3; Rep +2; Str 12, Dex 6, Con 19, Int 10, Wis 16, Cha 11.
  Skills: Bluff +8, Climb +3, Concentration +6, Disguise +13,
  Escape Artist +14, Knowledge (current events) +2, Read/
  Write English, Speak English, Spot +7, Survival +7.
  Feats: Armor Proficiency (light), Combat Martial Arts,
  Defensive Martial Arts, Great Fortitude, Improved
  Combat Martial Arts, Nimble, Simple Weapons Proficiency,
  Toughness.
  Talents (Tough Hero): Damage reduction 1/–, remain
  conscious.
  Talents (Dedicated Hero): Intuition, skill emphasis
  (Disguise).
  Possessions: Undercover vest, Beretta 92F (9mm auto-
  loader), 50 rounds of 9mm ammunition, disguise kit.
  MANIAC (TEMPLATE)
  Sometimes people are confronted with such unspeakable
  horror, violence, torture, or despair that their minds snap,
  turning them into gibbering monsters. Freed of the
  restraints of sanity, such people become raving maniacs,
  existing only for violence and mayhem. No amount of ther-
  apy, compassion, or reasoning can get through to a maniac—
  the only solace such a person can find is in murder.
  A maniac looks exactly like the creature it once was,
  except that its eyes gleam with madness and its nose tends
  to twitch as though scenting prey. Such a creature may also
  change its mode of dress to more easily accommodate
  activities such as stalking and killing.
  Giving up all of their sanity, maniacs become incredibly
  tough and resistant to damage. They abandon their former
  lives and spend their time either stalking specific prey or
  randomly killing people. Despite their loss of reasoning,
  maniacs retain a feral cunning that makes them difficult to
  hunt down and almost impossible to predict.
  A maniac speaks, reads, and writes the languages it knew
  before its transformation. Typically, however, it either says
  nothing at all or babbles in meaningless gibberish.
  Template Traits
  “Maniac” is an acquired template that can be added to any
  humanoid or monstrous humanoid (referred to hereafter as
  the “base creature”). The creature retains its original type. It
  uses all the base creature’s statistics and special abilities
  except as noted here.
  Challenge Rating: Same as base creature +1.
  Hit Dice: Change to d12.
  Attacks: A maniac retains all the attacks of the base
  creature and gains a slam attack if the base creature didn’t
  already have one. If the base creature did not have a slam
  attack, use the base damage values in the table below. Oth-
  erwise, use the values below or the base creature’s base
  damage, whichever is greater.
  Slam
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium-size
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  Special Qualities: A maniac retains all the special quali-
  ties of the base creature and gains the additional qualities
  described below.
  Ability Surge (Ex): Once per day as a free action, the
  maniac can temporarily increase its Strength and Dexterity
  scores, but doing so imposes a penalty on its saving throws.
  While this ability is in effect, the maniac gains a +4 morale
  bonus to both Strength and Dexterity but takes a –2 penalty
  on all saving throws. Ability surge lasts for a number of
  CREATURES
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  rounds equal to the maniac’s character level. Following an
  ability surge, the maniac is fatigued (–2 to Strength and Dex-
  terity) for as many rounds as the surge was in effect, but it
  may negate this penalty as a free action by spending an
  action point.
  Damage Reduction 5/– (Ex): A maniac ignores the first
  5 points of damage dealt by any attack.
  Immunities (Ex): A maniac is immune to mind-affecting
  effects.
  Resistance to Massive Damage (Ex): A maniac gains a
  +5 species bonus on Fortitude saves to negate the effects of
  massive damage.
  Allegiances: Previous allegiances are lost and replaced
  by allegiances to chaos and evil. Changed allegiances might
  cause the loss of particular class abilities (see Allegiances on
  page 37 in the d20 Modern Roleplaying Game).
  Saves: Same as the base creature, with a +2 bonus on For-
  titude saves, and modified by new ability scores.
  Ability Scores: A maniac gains the following ability score
  increases: Str +4, Con +4.
  Feats: A maniac gains Improved Damage Threshold and
  Toughness as bonus feats.
  Maniac (Strong Hero 2/Tough Hero 3): CR 6; Medium-
  size humanoid; HD 5d12+20 plus 3 (robust) plus 3 (Tough-
  ness); hp 58; Mas 22; Init +1; Spd 30 ft.; Defense 15, touch 15,
  flat-footed 14 (+1 Dex, +4 class); BAB +4; Grap +8; Atk +8
  melee (1d4+5/19–20 nonlethal, improved unarmed strike) or
  +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain saw); Full
  Atk +8 melee (1d4+5/19–20 nonlethal, improved unarmed
  strike) or +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain
  saw) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ ability
  surge, damage reduction 5/–, immunities, resistance to
  massive damage; AL chaos, evil; SV Fort +12, Ref +2, Will +2;
  AP 2; Rep +1; Str 18, Dex 13, Con 19, Int 8, Wis 12, Cha 10.
  Skills: Climb +9, Jump +9, Read/Write English, Speak Eng-
  lish, Spot +4, Survival +4.
  Talents (Strong Hero): Melee smash.
  Talents (Tough Hero): Remain conscious, robust.
  Feats: Combat Martial Arts, Great Fortitude, Improved
  Combat Martial Arts, Improved Damage Threshold, Power
  Attack, Simple Weapons Proficiency, Toughness.
  Possessions: Chain saw, Halloween mask, bloodstained
  overalls.
  MAN-’O-WAR, GIANT
  Still not definitely identified by modern science, the giant
  man-’o-war is a life form usually found only in the deeper
  parts of the ocean. Hurricanes occasionally dredge one up
  and deposit it on one of the world’s beaches, or sometimes
  a larger sea creature partially devours one and leaves the
  remains to wash ashore, where witnesses puzzle over
  exactly what they have found. Dubbed “globsters” by the
  press, these cryptids were reported on Anastasia Island,
  Florida in 1896; in Tasmania in 1960 and in 1997; and in North
  Carolina in 1996.
  Sometimes mistaken for a giant squid—another deep-sea
  cryptid as yet not officially recognized by the scientific
  community—a giant man-’o-war is actually a vast colony of
  individual and extremely specialized cells. It resembles its
  smaller cousin in both body structure and color.
  Giant men-’o-war usually lurk only in the deepest parts of
  the ocean, but some unknown effect has recently been driv-
  ing them closer and closer to the surface. It may be only a
  matter of time before these creatures begin preying on
  divers, swimmers, and even small pleasure craft.
  A giant man-’o-war attacks with its strands, which secrete
  a paralyzing slime. Once it has grabbed its prey, it attempts
  to swallow.
  Species Traits
  Attach (Ex): If a giant man-’o-war hits with a strand
  attack, the strand latches onto the opponent’s body. The
  attachment deals no damage, but the giant man-’o-war can
  then draw the opponent 20 feet closer to itself that round
  and each subsequent round thereafter that the opponent
  remains stuck. Once the creature is within 20 feet of the
  giant man-’o-war, the man-’o-war can draw it the remaining
  distance and bite (+4 melee) in that same round. 
  The opponent can break free of a strand with a success-
  ful Escape Artist check (DC 20) or Strength check (DC 16).
  Alternatively, the opponent or an ally can try to sever a
  strand. A single attack with a slashing weapon that deals at
  least 10 points of damage severs a strand (Defense 18).
  Damage Reduction 5/Piercing (Ex): A giant man-’o-war
  ignores the first 5 points of damage dealt by any nonpierc-
  ing weapon.
  Fire Vulnerability: A giant man-’o-war takes 50% more
  damage from fire attacks.
  Paralysis (Ex): The strands of a giant man-’o-war secrete
  an anesthetizing slime. Any target hit by its strand attack
  must succeed on a Fortitude save (DC 10 + 1/2 the man-’o-
  war’s Hit Dice + its Constitution modifier) or be paralyzed
  for 3d6 rounds. The man-’o-war can automatically bite a
  paralyzed opponent.
  Strands (Ex): A giant man-’o-war lies in wait for prey by
  spreading out its long, sticky strands and floating along on
  the deep currents. In this mode, it can spread its strands
  over a 100-foot radius. When something brushes one of the
  strands, all the rest of the strands contract to assist in
  pulling the prey toward the man-’o-war’s mouth.
  Wavesense (Ex): A giant man-’o-war can automatically
  sense the location of any object or creature within 150 feet
  that is in contact with the water.
  Giant Man-’o-War: CR 7; Large animal; HD 5d8+10; hp 32;
  Mas 15; Init +3; Spd swim 60 ft.; Defense 17, touch 12, flat-
  footed 14 (–1 size, +3 Dex, +5 natural); BAB +3; Grap +9; Atk +4
  melee (attach, strand) or +4 melee (1d4+2, bite); Full Atk +4
  melee (attach, 8 strands) and –1 melee (1d4+1, bite); FS 10 ft.
  by 10 ft.; Reach 5 ft. (100 ft. with strand); SQ attach, damage
  reduction 5/piercing, fire vulnerability, paralysis, strands,
  wavesense; AL none; SV Fort +6, Ref +7, Will +2; AP 0; Rep +0;
  Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 4.
  Skills: Hide +9, Move Silently +9.
  Feats: None.
  Advancement: 6–9 HD (Large); 10–15 HD (Huge).
  CREATURES
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  64
  MAPINGUARI
  The mapinguari is a massive creature found in remote areas
  of South America. The local natives believe it to be an incar-
  nation of a cursed shaman, but zoologists characterize it as
  a giant ground sloth—a member of a species that was
  believed to have died out more than 8,000 years ago.
  Though it is an herbivore, this creature is quite territorial
  and attacks any other creature that comes within reach.
  Thus, hunters and animals alike tend to give a mapinguari’s
  territory a wide berth.
  A mapinguari is more than 7 feet tall atbthe shoulder. Its
  body resembles that of a sloth and is covered with shaggy
  black or dark red fur. It has a long, sharp, backward-curving
  talon on each toe, and its face looks almost human. Few
  creatures can bear to come close enough to see its face,
  however, because of its unbearable stench. This foul odor
  emanates from a scent gland in its abdomen, which the
  natives have fancifully dubbed a “second mouth.” The mapin-
  guari’s long, bellowing roar is legendary, and a few recordings
  of it are in the possession of the Smithsonian Institute.
  The mapinguari’s incredible stench ensures its privacy
  most of the time. When it must fight, it does so by slam-
  ming opponents with its massive clawed “hands.” 
  Species Traits
  Scent (Ex): This ability allows a mapinguari to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Stench (Ex): The odor of a mapinguari is overpow-
  eringly offensive. Anyone approaching within 60 feet of
  the creature must make a successful Fortitude save
  (DC 18) or become nauseated (see the Character Condi-
  tion Summary sidebar on page 140 of the d20 Modern
  Roleplaying Game). The nausea persists for as long as
  the creature remains in the area and for 1 round there-
  after. If a creature leaves and reenters the area, a new
  save is required.
  Mapinguari: CR 5; Large animal; HD 8d8+48; hp 84; Mas 22;
  Init +0; Spd 30 ft.; Defense 15, touch 9, flat-footed 15 (–1 size,
  +6 natural); BAB +6; Grap +16; Atk +11 melee (1d6+6, slam); Full
  Atk +11 melee (1d6+6, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.;
  SQ low-light vision, scent, stench; AL none; SV Fort +12,
  Ref +2, Will +3; AP 0; Rep +0; Str 23, Dex 11, Con 22, Int 2,
  Wis 12, Cha 8.
  Skills: Climb +10, Listen +5.
  Feats: None.
  Advancement: 9–12 HD
  (Large); 13–18 HD (Huge).
  Advanced Mapinguari: CR 7;
  Huge animal; HD 15d8+120;
  hp 187; Mas 26; Init –1; Spd 30
  ft.; Defense 16, touch 7, flat-
  footed 16 (–2 size, –1 Dex, +9
  natural); BAB +11; Grap +29;
  Atk +19 melee (2d4+10, slam); Full
  Atk +19 melee (2d4+10, 2 slams);
  FS 15 ft. by 15 ft.; Reach 10 ft.;
  SQ low-light vision, scent,
  stench; AL none; SV Fort +17,
  Ref +4, Will +6; AP 0; Rep +0;
  Str 31, Dex 9, Con 26, Int
  2, Wis 12, Cha 8.
  Skills: Climb +14,
  Listen +5.
  Feats: None.
  MEGALODON
  This prehistoric shark is a
  true behemoth that spends
  most of its time hunting
  whales and schools of large
  aquatic creatures, such as
  seals, dolphins, giant
  squid, and great-white
  sharks. As the supply of
  such prey dwindles,
  however, megalodons
  have begun to make occa-
  sional attacks on boats and other
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  CREATURES
  65
  watercraft. Moldering away in the archives of the world’s
  navies are top secret documents that describe megalodons
  attacking and destroying small submarines and other seem-
  ingly indestructible vessels.
  A typical megalodon measures between 55 and 90 feet
  long, weighs between 10 and 60 tons, and is characterized
  by its streamlined body and rear-facing teeth.
  A megalodon can launch itself up to 40 feet out of the
  water to snatch up a low-flying creature or object. Because
  of its weight and massive jaws, a megalodon could easily
  clamp onto a hovering helicopter and pull it beneath the
  waves. Fortunately, a megaladon is only as smart as a typical
  shark, so a quick-witted opponent can often get away by
  using some clever trick. The largest of megalodons can be
  slain only with the aid of massive weaponry, such as torpe-
  does and depth charges. 
  A megalodon’s hunting territory spans several hundred
  square miles of open water. These nearly insatiable preda-
  tors even consider other megalodons fair game.
  Species Traits
  Improved Grab (Ex): To use this ability, the megalodon
  must hit an opponent at least one size category smaller
  than itself with its bite attack. If it gets a hold, it automati-
  cally deals bite damage each round that the hold is main-
  tained, and it can swallow in the next round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Keen Scent (Ex): A megalodon notices creatures by scent
  within a 180-foot radius. It can detect blood in the water at
  a range of up to 1 mile.
  Swallow Whole (Ex): If a megalodon begins its turn with
  an opponent two or more size categories smaller than itself
  held in its mouth, it can attempt a new grapple check as
  though trying to pin the opponent. If it succeeds, it swal-
  lows its opponent, automatically dealing bite damage. Once
  inside the megalodon, the opponent takes bludgeoning
  damage equal to the megalodon’s bite attack plus 1d6 points
  of acid damage per round from the monster’s gullet. A suc-
  cessful grapple check allows the swallowed creature to
  climb out of the gullet and return to the megalodon’s maw,
  where another successful grapple check is needed to get
  free. Alternatively, the swallowed creature can attack from
  inside the gullet using claws or a Small or Tiny slashing
  weapon. Dealing at least 25 points of damage to the gizzard
  (Defense 20) in this way creates an opening large enough to
  permit escape. Once a single swallowed creature exits, mus-
  cular action closes the hole; thus, another swallowed crea-
  ture must cut its own way out. A Gargantuan megalodon’s
  gullet can hold 2 Huge, 8 Large, 32 Medium-size, or 128 Small
  or smaller opponents.
  Megalodon: CR 11; Gargantuan animal; HD 24d8+168; hp
  264; Mas 24; Init +2; Spd swim 120 ft.; Defense 20, touch 8,
  flat-footed 18 (–4 size, +2 Dex, +12 natural); BAB +18; Grap
  +36; Atk +24 melee (4d6+10, bite); Full Atk +24/+19/+14/+9
  melee (4d6+10, bite); FS 20 ft. by 40 ft.; Reach 10 ft.; SQ dark-
  vision 60 ft., improved grab, keen scent, low-light vision,
  swallow whole; AL none; SV Fort +21, Ref +16, Will +9; AP 0;
  Rep +0; Str 31, Dex 15, Con 24, Int 1, Wis 12, Cha 10.
  Skills: Hide –10, Listen +6, Spot +6, Swim +15.
  Feats: None.
  Advancement: 25–48 HD (Gargantuan); 49–72 HD
  (Colossal).
  Advanced Megalodon: CR 17; Colossal animal; HD
  49d8+441; hp 637; Mas 28; Init +2; Spd swim 120 ft.; Defense
  21, touch 4, flat-footed 19 (–8 size, +2 Dex, +17 natural); BAB
  +43; Grap +74; Atk +58 melee (5d6+15, bite); Full Atk
  +58/+53/+48/+43 melee (5d6+15, bite); FS 30 ft. by 50 ft.;
  Reach 10 ft.; SQ darkvision 60 ft., improved grab, keen scent,
  low-light vision, swallow whole; AL none; SV Fort +35,
  Ref +16, Will +9; AP 0; Rep +0; Str 39, Dex 15, Con 28, Int 1,
  Wis 12, Cha 10.
  Skills: Hide –10, Listen +6, Spot +6, Swim +20.
  Feats: None.
  MONGOLIAN DEATH WORM
  Swift death lies beneath the dunes of Mongolia’s Gobi
  desert. Natives of the region fear to speak the name that
  they themselves have given this death, for it is said that
  saying it aloud brings misfortune. Slithering beneath the
  sands, the creature they fear is purported to breathe poison
  and cause death with its very touch.
  The Mongolian death worm (or Allghoi Khorkhoi, as the
  native people call it) is a snakelike creature covered with
  scales the color of fresh blood. Tiny black eyes glare out
  from atop a wormlike head swollen with poison, and the
  creature’s mouth is filled with sharp fangs.
  A Mongolian death worm spends most of the day resting
  a few feet beneath the sand, waiting for the telltale earth
  tremors caused by creatures walking nearby. When it
  detects prey, it pokes its head from the sand and spews
  poison from its mouth. If its target still lives, the death
  worm attacks with its bite. At night, Mongolian death
  worms preferentially hunt other creatures beneath the
  sands, but if such hunts prove fruitless, they seek prey on
  the surface even during night hours.
  Species Traits
  Bonus Feat: A Mongolian death worm gains Weapon
  Finesse (bite) as a bonus feat.
  Death Touch (Su): Any creature grappling with a Mon-
  golian death worm must make a successful Fortitude save
  (DC 10 + 1/2 the worm’s Hit Dice + its Constitution modifier)
  each round or gain one negative level that lasts only until
  the grapple ends (no saving throw needed for removal).
  Most Mongolian death worms use this ability purely in self-
  defense, but some of the larger ones learn that it can be a
  swift means of killing prey. 
  Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the
  worm’s Hit Dice + its Constitution modifier; 1d6 Con/1d6 Con.
  Poison Spray (Ex): Once every 1d4 rounds, the Mongo-
  lian death worm can spray poison in a 15-foot cone. See
  above for the effects of the poison.
  Tremorsense (Ex): A Mongolian death worm can auto-
  matically sense the location of anything within 60 feet that
  is in contact with the ground.
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  66
  Mongolian Death Worm: CR 3; Small
  magical beast; HD 2d10+6; hp 17; Mas
  16; Init +2; Spd 20 ft., burrow 20
  ft.; Defense 16, touch 13,
  flat-footed 14 (+1 size, +2
  Dex, +3 natural); BAB
  +2; Grap –3; Atk +5
  melee (1d4–1 plus
  poison, bite); Full
  Atk +5 melee
  (1d4–1 plus poi-
  son, bite); FS 5
  ft. by 5 ft.;
  Reach 5 ft; SQ
  d a r k v i s i o n
  60 ft., death
  touch (DC 14),
  l o w - l i g h t
  vision, poison
  (DC 14), poison
  spray, tremorsense;
  AL none; SV Fort +6,
  Ref +5, Will –1; AP 0;
  Rep +0; Str 8, Dex 15, Con
  16, Int 2, Wis 9, Cha 4.
  Skills: Listen +3, Spot +6.
  Feats: Weapon Finesse (bite).
  Advancement:
  3–5 
  HD
  (Small); 6–10 HD (Medium-
  size); 11–15 HD (Large).
  Advanced Mongolian
  Death Worm: CR 5;
  Medium-size magical
  beast; HD 6d10+24; hp
  57; Mas 18; Init +1; Spd
  20 ft., burrow 20 ft.;
  Defense 15, touch 12, flat-
  footed 13 (+2 Dex, +3 natural);
  BAB +6; Grap +7; Atk +7 melee (1d6+1 plus poison, bite); Full
  Atk +7 melee (1d6+1 plus poison, bite); FS 5 ft. by 5 ft.; Reach
  5 ft; SQ darkvision 60 ft., death touch (DC 17), low-light
  vision, poison (DC 17), poison spray, tremorsense; AL none;
  SV Fort +9, Ref +6, Will +1; AP 0; Rep +0; Str 12, Dex 13, Con 18,
  Int 2, Wis 9, Cha 4.
  Skills: Listen +5, Spot +8.
  Feats: Alertness, Weapon Finesse (bite).
  MONITOR LIZARD
  Monitor lizards are the largest known lizards alive on Earth
  today. Descended from the prehistoric mosasaur (a giant
  marine lizard reputed to be more than 30 feet long), this
  family of lizards includes the infamous Komodo dragon.
  A monitor lizard measures between 8 inches and 10 feet
  long, depending on the particular species. Sleek and fast, it
  has a long neck ending in a tapered head, muscular legs, and
  a long, powerful tail.
  Monitor lizards are found in tropical and desert regions
  throughout Africa, lower Asia, and Australia and the East
  Indies. They can prey on insects, birds, small
  mammals, or even carrion. Some
  monitor lizard species, including
  the water monitor, are excep-
  tional swimmers, though
  most are land-dwelling
  animals. Many species
  can also climb trees
  in search of prey,
  though they aren’t
  given to pounc-
  ing from the
  branches. Near-
  ly all monitor
  lizards have bac-
  teria in their
  saliva that can
  paralyze prey
  long enough for
  the lizard to kill it.
  A monitor lizard
  usually begins combat
  with a poison
  spray to cripple its
  prey. Thereafter, it
  uses its bite attacks
  to finish off the
  opponent.
  Species Traits
  Poison (Ex): Bite—Fortitude
  negates; save DC 10 + 1/2 the moni-
  tor lizard’s Hit Dice + its Constitution
  modifier; 1d6 Dex/1d6 Dex.
  Poison Spray (Ex): Once every 1d4 rounds, the monitor
  lizard can spray poison in a 15-foot cone. See above for the
  effects of the poison.
  Skill Bonuses: Monitor lizards gain a +4 species bonus on
  Hide and Move Silently checks. In forested or overgrown
  areas, the bonus on Hide checks improves to +8.
  Monitor Lizard: CR 3; Medium-size animal; HD 3d8+9; hp
  22; Mas 17; Init +2; Spd 30 ft., swim 30 ft.; Defense 15, touch
  12, flat-footed 13 (+2 Dex, +3 natural); BAB +2; Grap +5; Atk +5
  melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ Poison, poison spray; AL none; SV Fort
  +6, Ref +5, Will +2; AP 0; Rep +0; Str 17, Dex 15, Con 17, Int 2,
  Wis 13, Cha 2.
  Skills: Climb +9, Hide +7 (+11 in overgrown or forested
  areas), Listen +4, Move Silently +6, Spot +4.
  Feats: None.
  Advancement: 4–5 HD (Medium-size); 6–12 HD (Large).
  MONTAUK MONSTER
  The montauk monster derives its name from its first appear-
  ance, which occurred at the Montauk Air Force Radar Sta-
  tion on Long Island. This appearance and the proliferation
  CREATURES
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  67
  of montauk monsters on Earth ever since stems from a
  government experiment known as Project Rainbow.
  Declassified government records report that Project Rain-
  bow, also known as the Philadelphia Experiment, was a
  World War II research project to meant to investigate
  whether electrifying or magnetizing the hulls of ships could
  make them “invisible” to magnetic mines. The experiment
  took place on the USS Elridge in the Philadelphia Naval Yard
  during the summer of 1943. Officially, the experiment was
  considered a failure. Although the Elridge did in fact disap-
  pear from view entirely in the naval yard, it was quite visible
  to several fishermen and officers near the Norfolk Naval
  Base some 200 miles away. Whether by accident or design,
  the ship had been briefly teleported.
  Although the United States government denies the inci-
  dent entirely, the results of Project Rainbow led to a string
  of studies and experiments involving spacial and temporal
  physics, most of which took place in Montauk, Long Island.
  Many of these experiments were failures, but enough partial
  successes occurred to keep the program running until 1983,
  when public attention made further experiments at that
  location impossible. 
  Some of the most successful Montauk experiments
  involved attempts to open portals to distant locations or
  times. Although no one really knows whether time travel
  and teleportation were actually made feasible, witnesses
  attest that scientists did in fact open a portal to some-
  where else. This other place, from which no intrepid
  explorer ever returned alive, was apparently home to the
  creatures now known as montauk monsters, and they did
  not appreciate visitors.
  Since that first entry into their space, montauk monsters
  have been able to appear in any place where teleportation
  or time-altering magic or technology is frequently used.
  Although they previously appeared only when scientists
  opened gateways to their dimension, they have evidently
  decided that their best defense is to destroy any beings
  whose activity might lead others to breach the barriers of
  their realm.
  A montauk monster is normally invisible, but when it
  attacks, it is revealed as a hulking, headless, human-
  shaped mass of blue energy. Its long arms end in huge
  claws of nebulous force, which it uses both to climb and
  to rend foes. 
  Montauk monsters evidently reach Earth by “riding”
  other creatures’ teleportations and time-influencing spells.
  Initially, a montauk monster focuses its fury on the creature
  whose actions allowed it to reach Earth. Once that creature
  has been destroyed, the monster goes on a rampage of
  destruction that ends only with its own death. Evidently,
  montauk monsters are unable to return home after carrying
  out their missions, so they simply martyr themselves for
  their alien cause.
  Montauk monsters are fearless creatures that always fight
  to the death. Although less intelligent than most humans,
  they possess a murderous cunning that makes them patient
  killers. Typically, a montauk monster in pursuit of a human
  waits until its chosen target is separated from others before
  striking with its force claws.
  Species Traits
  Damage Reduction 20/+1 (Su): A montauk monster
  ignores the first 20 points of damage dealt by any nonmag-
  ical weapon. In campaigns without magic weapons, the GM
  can either disregard the montauk monster’s damage reduc-
  tion or apply it only to certain types of weapons (ballistic,
  bludgeoning, piercing, slashing, or sonic/concussion).
  Elemental: Montauk monsters have all the traits
  common to elementals.
  Energy Claw (Ex): In addition to its base damage, a mon-
  tauk monster’s claw attack deals 1d6 points of electricity
  damage and 1d6 points of fire damage with a successful hit.
  Energy Form (Ex): Montauk monsters are raw energy
  given sentience. Their bodies and their melee attacks are
  force effects.
  Fast Healing 3: A montauk monster heals 3 points of
  damage per round unless it is reduced to –10 or fewer hit
  points. This ability does not enable a montauk monster to
  regrow or reattach severed body parts.
  Fire Subtype (Ex): A montauk monster is immune to fire
  damage and takes 50% more damage from cold attacks.
  Fuse (Su): Once every 1d4 rounds, a montauk monster
  can cause a creature it has successfully hit with a melee
  attack to fuse with nearby matter. At the time of the attack,
  the target creature must be within 5 feet of a solid object
  with a volume at least equal to its own. (In most cases, the
  ground or a wall is sufficient.) The target must
  succeed at a Will saving throw (DC 10 +
  1/2 the montauk monster’s Hit Dice
  + its Charisma modifier) or be
  fused with the object
  ZP
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  68
  and instantly killed. The object’s hardness drops by 2 after
  the fusion, regardless of the creature’s nature or physical
  makeup. Such an object continues to function normally, but
  it is usually cosmetically grotesque, with fleshy fingers or a
  portion of a face projecting from its surface.
  Immunities (Ex): Montauk monsters are immune to fire
  and electricity. They are also immune to force effects such
  as mage armor, magic missile, and wall of force. The
  creatures and their melee attacks pass through such effects
  unharmed and unhindered.
  Invisibility (Su): A montauk monster is naturally invisi-
  ble, as though constantly under the effect of the invisibil-
  ity spell (caster level 10th). Like a subject of that spell, the
  monster becomes visible upon attacking, but it can reinstate
  its invisibility as a free action once per round.
  Montauk Monster: CR 11; Large elemental (air, fire); HD
  9d8+27; hp 67; Mas —; Init +1; Spd 30 ft.; Defense 14, touch 10,
  flat-footed 13 (–1 size, +1 Dex, +4 natural); BAB +6; Grap +16;
  Atk +11 melee (1d8+6 plus 1d6 fire plus 1d6 electricity, energy
  claw); Full Atk +11 melee (1d8+6 plus 1d6 fire plus 1d6 elec-
  tricity, 2 energy claws); FS 10 ft. by 10 ft.; Reach 10 ft; SQ
  damage reduction 20/+1, darkvision 60 ft., elemental,
  energy claw, energy form, fast healing 3, fire subtype, fuse
  (DC 15), immunities, invisibility; AL evil; SV Fort +6, Ref +9,
  Will +3; AP 0; Rep +0; Str 22, Dex 13, Con 16, Int 6, Wis 10,
  Cha 12.
  Skills: Climb +13, Listen +9, Move Silently +8, Spot +9.
  Feats: Alertness, Lightning Reflexes.
  Advancement: 10–18 HD (Large); 19–27 (Huge).
  Advanced Montauk Monster: CR 14; Huge elemental (air,
  fire); HD 19d8+95; hp 180; Mas —; Init +0; Spd 30 ft.; Defense
  15, touch 8, flat-footed 15 (–2 size, +7 natural); BAB +14;
  Grap +32; Atk +22 melee (2d6+10 plus 1d6 fire plus 1d6 elec-
  tricity, energy claw); Full Atk +22 melee (2d6+10 plus 1d6 fire
  plus 1d6 electricity, 2 energy claws); FS 15 ft. by 15 ft.; Reach
  10 ft; SQ damage reduction 20/+1, darkvision 60 ft., ele-
  mental, energy claw, energy form, fast healing 3, fire sub-
  type, fuse (DC 24), immunities, invisibility; AL evil; SV Fort
  +11, Ref +13, Will +6; AP 0; Rep +0; Str 30, Dex 11, Con 20, Int 6,
  Wis 10, Cha 12.
  Skills: Climb +22, Listen +14, Move Silently +12, Spot +14.
  Feats: Alertness, Combat Reflexes, Lightning Reflexes,
  Power Attack.
  MOTHFOLK
  Among the most enigmatic aliens on the Earth are the
  mothfolk, strange creatures known to primitive cultures the
  world over but which only recently made their presence
  known to modern western cultures. Although the species
  includes both males and females, the term “mothmen” con-
  tinues to enjoy wide use among humankind. The actual
  name of the species, like everything else about the moth-
  folk, is shrouded in secrecy.
  Mothfolk appear as tall, lanky humanoids covered in
  short, dark fur. Their large wings have a wingspread of over
  20 feet. Their most arresting features are their eyes: large,
  red, and luminescent, and occasionally described as looking
  like oversized bicycle reflectors. They are also incredibly
  fast in flight.
  The mothfolk are not native to Earth—but they are not
  precisely aliens, either. Mothfolk arrived on Earth from an
  alternate dimension, as part of a millennia-spanning
  nomadic migration, and they have been hunting throughout
  Africa, Europe, Australia, and North and South America for
  several centuries. Though deeply spiritual, they view
  humans like chimpanzees—intelligent in their own way, but
  still lower life forms. Mothfolk would happily hunt humans,
  but they don’t find the meat palatable. Instead, humans are
  usually regarded as obstacles to avoid or chase away.
  Species Traits
  Automatic Language: Mothfolk read, write, and speak a
  language of whistles, squeaks, and clicks (called Mothfolk,
  for lack of a better name).
  Fear Aura (Su): A mothfolk projects an aura of fear
  around itself in a 20-foot radius. Creatures within this area
  that wish to remain must attempt a Will save (DC 10 + 1/2
  the mothman’s Hit Dice + its Charisma modifier) or be
  affected as by a fear spell. A mothfolk is immune to the fear
  auras of other mothfolk.
  Skill Bonuses: Mothfolk gain a +4 species bonus on
  Balance, Climb, Listen, and Move Silently checks.
  Mothfolk: CR 1; Large outsider; HD 2d8; hp 9; Mas 10; Init +1;
  Spd 30 ft., fly 300 ft. (good); Defense 12, touch 11, flat-footed
  11 (–1 size, +1 Dex, +2 natural); BAB +2; Grap +7; Atk +2 melee
  (1d6+1, claw); Full Atk +2 melee (1d6+1, 2 claws) or +2 ranged;
  FS 5 ft. by 5 ft.; Reach 10 ft.; SQ darkvision 60 ft., fear aura
  MN
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  (DC 11); AL mothfolk; SV Fort +3, Ref +4, Will +5; AP 0; Rep +0;
  Str 12, Dex 13, Con 10, Int 10, Wis 14, Cha 10.
  Skills: Balance +7, Climb +7, Hide +5, Listen +8, Move
  Silently +7, Read/Write Mothfolk, Sense Motive +4, Speak
  Mothfolk, Spot +4.
  Feats: Simple Weapons Proficiency, Stealthy.
  Possessions: Various personal items.
  Advancement: By character class.
  Mothfolk Dedicated Hero 3/Acolyte 3: CR 7; Large out-
  sider; HD 2d8 plus 3d6 plus 3d8; hp 33; Mas 10; Init +2; Spd
  30 ft., fly 300 ft. (good); Defense 17, touch 15, flat-footed 15
  (–1 size, +2 Dex, +4 class, +2 natural); BAB +6; Grap +11; Atk +6
  melee (1d6+1, claw); Full Atk +6 melee (1d6+1, 2 claws) or +7
  ranged; FS 5 ft. by 5 ft.; Reach 10 ft.; SQ Darkvision 60 ft.,
  divine spells, fear aura (DC 14), turn undead; AL mothfolk; SV
  Fort +8, Ref +8, Will +12; AP 3; Rep +3; Str 12, Dex 14, Con 10,
  Int 10, Wis 15, Cha 10.
  Skills: Balance +7, Climb +7, Concentration +6, Hide +5,
  Knowledge (theology and philosophy) +4, Listen +8, Move
  Silently +7, Read/Write Mothfolk, Sense Motive +4, Speak
  Mothfolk, Spellcraft +6, Spot +4, Survival +6, Treat Injury +6.
  Feats: Iron Will, Lightning Reflexes, Mobility, Simple
  Weapons Proficiency, Stealthy, Track.
  Talents (Dedicated
  Hero): Aware, skill emphasis
  (Survival).
  Acolyte Spells (4/4/3): 0—
  cure minor wounds, detect
  magical aura, light, resist-
  ance; 1st—bane, cause fear,
  comprehend languages, 
  cure light wounds; 
  2nd—cure moderate
  wounds, hold person,
  shatter. Caster level
  3rd; save DC 12 + spell
  level.
  Possessions: Various
  personal items.
  NEOTHELID
  The neothelid is little more than a rumor,
  since no one who has ever sighted it has
  survived to tell the tale. Hardcore
  cryptozoologists believe that the
  creature is a denizen of some other
  dimension, and that it en-
  tered our reality
  shortly after the
  first atomic
  bomb test
  at White
  Sands, New
  Mexico. Some-
  how, the blast must have weakened the
  barrier between dimensions, and this crea-
  ture found its way through the breach.
  Quite intelligent in its own way, the
  neothelid might be some sort of transdimensional explorer,
  investigating what it sees as an alien reality, or it might be
  a frightened and confused victim of an interdimensional
  accident, desperately seeking a way home. Whatever the
  story, the neothelid is deadly and has little regard for other
  life forms. 
  A neothelid is a 50-foot-long, wormlike creature with
  a mass of tentacles at one end. In the midst of this nest
  of tentacles is a toothy maw. The creature has no eyes or
  other sensory organs as such, though it unerringly senses
  the location of prey.
  Fortunately for humanity, the neothelid is not comfort-
  able on the surface and prefers to dwell underground,
  occasionally surfacing to attack and devour cattle and
  wild animals. Judging from the locations of sightings, its
  feeding ground may actually encompass several thousand
  square miles of North America. Other rumored sightings
  have taken place in the former Soviet Union, but the
  details are sketchy.
  The neothelid attacks with a devastating blast of stom-
  ach acids, then uses its mouth tentacles to pull its prey into
  its mouth. The creature uses its psionics mostly to locate
  prey and evade detection.
  ZP
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  Species Traits
  Blindsight (Ex): A neothelid is blind but can ascertain all
  creatures and objects within 500 feet by nonvisual means.
  Beyond that range, all targets have total concealment with
  respect to the neothelid (see Concealment in the d20
  Modern Roleplaying Game).
  Breath Weapon (Su): Once every 1d4 rounds, a neothe-
  lid can breathe a 50-foot cone of acid that deals 14d10
  points of acid damage to every creature in its area. A suc-
  cessful Reflex save (DC 10 + 1/2 the neothelid’s Hit Dice + its
  Constitution modifier) halves the damage.
  Damage Reduction 15/+2 (Su): A neothelid ignores the
  first 15 points of damage dealt by any weapon with a magi-
  cal bonus lower than +2. In campaigns without magic weap-
  ons, the GM can either disregard the neothelid’s damage
  reduction or apply it only to certain types of weapons (bal-
  listic, bludgeoning, piercing, slashing, or sonic/concussion).
  Psionics (Sp): At will—charm person, clairaudience/
  clairvoyance, detect thoughts, levitate, suggestion,
  telekinesis. Manifester level 10th; save DC 10 + neothelid’s
  key ability modifier + power level.
  Improved Grab (Ex): To use this ability, the neothelid
  must hit a single opponent at least one size category
  smaller than itself with two tentacle rake attacks in the
  same round. If it gets a hold, it automatically deals damage
  for two tentacle rakes each round that the hold is main-
  tained, and it can swallow in the next round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Swallow Whole (Ex): If a neothelid begins its turn with
  an opponent two or more size categories smaller than itself
  held in its mouth, it can attempt a new grapple check as
  though trying to pin the opponent. If it succeeds, it swal-
  lows its opponent, automatically dealing bite damage. Once
  inside the neothelid, the opponent takes bludgeoning
  damage equal to the neothelid’s tentacle rake attack plus
  1d6 points of acid damage per round from the monster’s giz-
  zard. A successful grapple check allows the swallowed crea-
  ture to climb out of the gizzard and return to the neothelid’s
  maw, where another successful grapple check is needed to
  get free. Alternatively, the swallowed creature can attack
  from inside the gizzard using claws or a Small or Tiny slash-
  ing weapon. Dealing at least 25 points of damage to the giz-
  zard (Defense 20) in this way creates an opening large
  enough to permit escape. Once a single swallowed creature
  exits, muscular action closes the hole; thus, another swal-
  lowed creature must cut its own way out. A Gargantuan
  neothelid’s gizzard can hold 2 Large, 8 Medium-size, 32
  Small, or 128 Tiny or smaller opponents.
  Neothelid: CR 18; Gargantuan aberration; HD 25d8+200;
  hp 312; Mas 27; Init +2; Spd 20 ft.; Defense 19, touch 4, flat-
  footed 19 (–4 size, –2 Dex, +15 natural); BAB +18; Grap +40;
  Atk +25 melee (2d6+10, tentacle rake); Full Atk +25 melee
  (2d6+10, 4 tentacle rakes); FS 20 ft. by 20 ft. (coiled); Reach
  20 ft.; SQ blindsight 500 ft., breath weapon (DC 30), damage
  reduction 15/+2, improved grab, power resistance 25, psion-
  ics, swallow whole; AL evil; SV Fort +16, Ref +6, Will +16;
  AP 0; Rep +0; Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 9.
  Skills: Climb +38, Listen +30, Swim +35.
  Feats: Cleave, Improved Initiative, Power Attack, Sunder,
  Weapon Focus (tentacle rake).
  Advancement: 26–45 HD (Colossal).
  NIGHT TERROR
  Although dismissed by adults as figments of the imagina-
  tion, the monsters that frequent children’s nightmares are
  alive and well. These malicious fey live to terrorize people
  as they sleep. 
  A night terror stands 5 to 6 feet tall and weighs between
  120 and 200 pounds. Although it is always horrific and feral,
  the details of the creature’s appearance can vary widely.
  One night terror might be scaly and lizardlike, with a wicked
  tongue and protruding horns. Another might resemble a
  demonic wolf or bear. The typical specimen is almost
  impossible to describe because it can alter its appearance
  based on the specific fears of its victim. 
  A night terror cannot be seen by anyone other than its
  chosen victim. Thus, the reports of victims who claim that
  invisible monsters are terrorizing them in the middle of the
  night are often dismissed as mere nightmares or outright
  fantasy.
  Researchers into psychic phenomena theorize that chil-
  dren possessing latent psionic or magical powers can acci-
  dentally give life to their darkest nightmares. Once brought
  into this world, a night terror attaches itself to a specific
  person and spends each night tormenting its victim, feeding
  on fear. In extreme cases, the night terror actually manages
  to scare the victim to death.
  Species Traits
  Bonus Feat: A night terror gains Simple Weapons Profi-
  ciency as a bonus feat.
  Chosen Victim (Ex): A night terror can feed on the terror
  of only one individual at a time. Once it chooses its victim,
  it can choose another only upon the death of the previous
  victim or by making a successful Will save (DC 25).
  Fear Aura (Su): A night terror projects a frightful aura
  that affects all creatures within 30 feet. Creatures in the area
  that can see the night terror must make a Will save (DC 10 +
  1/2 the night terror’s Hit Dice + its Charisma modifier). Those
  that fail the save are shaken. The night terror’s chosen
  victim is left cowering instead of shaken. (See the Character
  Condition Summary on page 140 of the d20 Modern Role-
  playing Game for effects.) Creatures that successfully save
  against a night terror’s fear aura cannot be affected by that
  particular night terror’s fear aura for 24 hours.
  Immune to Fear (Ex): Night terrors are immune to fear
  effects.
  Selective Invisibility (Su): Once the night terror has
  chosen its victim, only that individual can see it. To every-
  one else, the creature is invisible, as the invisibility spell
  (caster level 10th). If the night terror attacks anyone, it
  becomes visible to all viewers until the next sunrise.
  Skill Bonuses: A night terror gains a +4 species bonus on
  Intimidate and Sense Motive checks during the night. It
  loses these bonuses during daylight hours.
  Terrify (Su): Once per night as a full-round action, the
  night terror can try to feed upon the fear of its chosen
  CREATURES
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  victim. The victim must make a successful Will save (DC 10
  + 1/2 the night terror’s Hit Dice + its Charisma modifier) or
  take 1d4 points of Wisdom damage. The night terror can
  attempt to use this ability only if it has already successfully
  used its fear aura against the target. If this Wisdom damage
  would cause the chosen victim’s Wisdom score to fall below
  0, the victim must make another Will save. Success leaves
  the victim’s Wisdom score at 0; failure means the victim dies
  on the spot.
  Vulnerability (Ex): Each night terror has a specific irra-
  tional weakness that varies with the individual. For each
  night terror, roll on Table 8–26: Sources of Weakness on
  page 269 of the d20 Modern Roleplaying Game. Regard-
  less of its nature, the weakness has overpowering strength
  (Will save DC 20) and causes the aversion effect.
  Night Terror: CR 2; Medium-size fey; HD 3d6; hp 10; Mas 10;
  Init +5; Spd 30 ft., fly 30 ft. (average); Defense 12, touch 11,
  flat-footed 11 (+1 Dex, +1 natural); BAB +1; Grap +2; Atk +2
  melee (1d4+1, claw) or +2 melee (1d6+1/19–20, cleaver); Full
  Atk +2 melee (1d4+1, 2 claws) or +2 melee (1d6+1/19–20,
  cleaver) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ chosen
  victim, fear aura (DC 14), immune to fear, low-light vision,
  selective invisibility, terrify (DC 14), vulnerability (any one);
  AL evil; SV Fort +1, Ref +2, Will +6; AP 0; Rep +3; Str 13, Dex 13,
  Con 10, Int 12, Wis 16, Cha 17.
  Skills: Bluff +6, Climb +3, Disguise +5, Escape Artist +2,
  Hide +4, Intimidate +13, Knowledge (behavioral science) +6,
  Listen +6, Move Silently +5, Search +3, Sense Motive +13,
  Spot +6.
  Feats: Improved Initiative, Renown, Simple Weapons
  Proficiency.
  Possessions: Cleaver, collection of beheaded
  dolls.
  Advancement: By character class.
  Night Terror Dedicated Hero 2/Charismatic Hero
  3: CR 7; Medium-size fey; HD 3d6 plus 2d6 plus 2d6; hp
  24; Mas 10; Init +5; Spd 30 ft., fly 30 ft. (average);
  Defense 15, touch 14, flat-footed 14 (+1 Dex, +3 class, +1
  natural); BAB +3; Grap +4; Atk +4 melee (1d4+1, claw) or
  +4 melee (1d6+1/19–20, cleaver); Full Atk +4 melee
  (1d4+1, 2 claws) or +4 melee (1d6+1/19–20, cleaver)
  or +4 ranged (2d6, Colt M1911); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ chosen victim, fear aura (DC 17), immune to
  fear, low-light vision, selective invisibility, terrify
  (DC 17), vulnerability (laughter of children);
  AL evil; SV Fort +5, Ref +4, Will +9; AP 2; Rep +6;
  Str 13, Dex 13, Con 10, Int 12, Wis 16, Cha 18.
  Skills: Bluff +10, Climb +3, Disguise +9, Escape
  Artist +2, Hide +4, Intimidate +17, Knowledge
  (behavioral science) +12, Knowledge (popular
  culture) +7, Listen +11, Move Silently +5, Read/
  Write English, Search +3, Sense Motive +13, Speak
  English, Spot +11.
  Feats: Dodge, Improved Initiative, Point Blank
  Shot, Personal Firearms Proficiency, Renown,
  Simple Weapon Proficiency.
  Talents (Dedicated Hero): Empathy.
  Talents (Charismatic Hero): Fast-talk, dazzle.
  Possessions: Colt M1911 (.45 autoloader), cleaver, talking
  clown doll.
  N’SSS
  Like the kroath, the n’sss are aliens that have come to Earth
  to conduct some unknown research. Natives of a gas-giant
  planet, the n’sss can enter Earth’s environment only within
  armored pods that serve as both life support systems and
  fighting machines. 
  A n’sss is not even remotely humanoid. About 4 feet long
  and weighing only 16 pounds, its body is composed of sev-
  eral inflated gas cells that provide structure and rigidity, but
  look like fine gossamer. A dozen long, delicate tentacles
  dangle from the creature’s thorax, allowing it to manipulate
  small objects with ease and giving it the look of a jellyfish.
  Two enormous blue eyes provide a hint to the location of
  the creature’s head.
  A n’sss pod stands 12 feet tall and weighs 1,000 pounds. It
  maneuvers about on a dozen powerful metal tentacles that
  afford it considerable speed. These pods come in a variety
  of forms according to their function. The most common
  variety is dedicated to scientific research and has delicate
  extensions designed to take samples of different flora and
  fauna. Such pods seize occasional human subjects as well,
  though their operators do not seem any more interested in
  71
  CREATURES
  Night
  Terror
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  72
  humanity than they do any other indigenous life form.
  Heavily armed and armored battle pods have also been
  spotted from time to time, typically defending the science
  pods as the latter go about their business. If the hull of an
  n’sss pod is breached, Earth’s atmospheric pressure crushes
  the pod’s occupant into a disgusting blue mush.
  Scientists have no idea whether the n’sss are even aware
  of the kroath and other alien species that have made their
  way to Earth, much less whether they have allied with any
  of those species. N’sss seem to understand but dislike
  Earth technology, and they typically react to anything
  they can’t understand by either taking it apart or destroying
  it completely. 
  N’sss usually use their own alien weapons in combat—
  typically render pistols or rifles, or neural blades. All fight-
  ing is done from within pods.
  Species Traits
  Automatic Language: N’sss read, write, and speak their
  own language (N’sss).
  Bonus Feats: A n’sss receives Alien Weapons Proficiency
  and Simple Weapons Proficiency as bonus feats.
  Camouflage (Ex): N’sss possess technology that distorts
  their forms, granting them one-half concealment (20% miss
  chance). This ability is always active and works even if a n’sss
  is observed with low-light vision, darkvision, or nightvision
  goggles.
  Damage Reduction 10/– (Ex): A n’sss pod ignores the
  first 10 points of damage dealt by any attack.
  Immunities (Ex): A n’sss is immune to mind-affecting
  effects. Their pods also grant them immunity to detrimen-
  tal atmospheric effects, such as gas, smoke, pressure, or
  lack of oxygen.
  Skill Bonuses: A n’sss receives a +4
  species bonus on Climb, Jump, and Swim
  checks and a +10 equipment bonus on
  Hide checks because of its camouflage
  ability.
  N’sss Weapons
  The n’sss have developed the following alien
  weapons (see Table 1–4 for statistics):
  Render Pistol: A render pistol fires a
  spray of metallic needles. It can be fired
  ten times before reloading. Its reload
  ammo consists of a solid block of
  metal that has not yet been identified
  by human scientists.
  Render Rifle: A render rifle is a
  larger version of the render pistol. It
  can be fired ten times before reloading.
  Cluster Rocket: Cluster rockets are
  grenadelike rockets fired from a large
  bulge on the side of an n’sss pod. They
  explode in a 20-foot-radius burst, dealing
  damage to any creatures in the area. A clus-
  ter rocket port can be fired three times before
  reloading.
  Neural Blade: A neural blade cuts like a
  sword but disrupts the target’s mind as well.
  TABLE 1–4: N’SSS WEAPONS
  Damage
  Range
  Rate of
  Purchase
  Weapon
  Damage
  Critical
  Type
  Increment
  Fire
  Magazine Size
  Weight
  DC
  Restriction
  Alien Weapons (require the Alien Weapons Proficiency feat)
  Render pistol
  2d8
  20
  Piercing
  20 ft.
  S
  10 box
  Small
  5 lb.
  26
  special2
  Render rifle
  2d10
  20
  Piercing
  50 ft.
  S, A
  10 box
  Large
  15 lb.
  31
  special2
  Cluster rocket 4d6
  —
  Slashing
  70 ft.
  1
  3 int.
  Large
  20 lb.
  22
  special2
  Neural blade
  1d8 plus stun1 20
  Slashing
  —
  —
  —
  Small
  2 lb.
  28
  special2
  1 Any creature that takes damage from the neural blade must make a successful Fortitude save (DC 15) or be stunned for 1
  round.
  2 This weapon is produced exclusively by the n’sss and is not available for sale in legitimate markets or on the black market.
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  73
  Any opponent that takes damage from a neural blade
  must make a successful Fortitude save (DC 15) or be
  stunned for 1 round.
  N’sss (in science pod): CR 3; Large aberration; HD 2d8+2;
  hp 11; Mas 15; Init +1; Spd 30 ft.; Defense 19, touch 10, flat-
  footed 18 (–1 size, +1 Dex, +9 pod); BAB +1; Grap +8; Atk +3
  melee (1d8+3 plus stun, neural blade) or +1 ranged (2d8,
  render pistol); Full Atk +3 melee (1d8+3 plus stun, neural
  blade) or +1 ranged (2d8, render pistol); FS 10 ft. by 10 ft.;
  Reach 10 ft.; SQ camouflage, damage reduction 10/–, immu-
  nities; AL n’sss; SV Fort +1, Ref +1, Will +4; AP 0; Rep +0; Str 17,
  Dex 12, Con 12, Int 17, Wis 13, Cha 9.
  Skills: Climb +9, Demolitions +6, Disable Device +6,
  Hide +7, Jump +9, Knowledge (earth and life sciences) +9,
  Knowledge (physical sciences) +9, Listen +4, Read/Write
  N’sss, Speak N’sss, Repair +8, Search +6, Spot +4, Survival +3,
  Swim +9.
  Feats: Alien Weapons Proficiency, Educated (Knowledge
  [earth and life sciences], Knowledge [physical sciences]),
  Improved Damage Threshold, Simple Weapons Proficiency.
  Possessions: N’sss pod, render pistol, neural blade,
  chemistry kit.
  Advancement: By character class.
  N’sss (in attack pod): CR 4; Large aberration; HD 3d8+6;
  hp 18; Mas 18; Init +1; Spd 50 ft.; Defense 22, touch 10, flat-
  footed 21 (–1 size, +1 Dex, +12 pod); BAB +2; Grap +11; Atk +6
  melee (1d8+5 plus stun, neural blade) or +2 ranged (2d10,
  render rifle); Full Atk +6 melee (1d8+5 plus stun, neural
  blade) or +2 ranged (2d10, render rifle) or +2 ranged (4d6,
  cluster rocket); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ camou-
  flage, damage reduction 10/–, immunities; AL n’sss; SV Fort
  +3, Ref +2, Will +3; AP 0; Rep +0; Str 20, Dex 13, Con 15, Int 12,
  Wis 11, Cha 9.
  Skills: Climb +11, Demolitions +3, Disable Device +3, Hide
  +7, Jump +11, Knowledge (earth and life sciences) +3, Knowl-
  edge (physical sciences) +3, Listen +4, Read/Write N’sss,
  Speak N’sss, Search +5, Spot +4, Survival +4, Swim +9.
  Feats: Alien Weapons Proficiency, Improved Damage
  Threshold, Simple Weapons Proficiency.
  Possessions: N’sss pod, render rifle, cluster rocket, neural
  blade.
  Advancement: By character class.
  REVENANT (TEMPLATE)
  The hanged man, the drowned maiden, and even the guy
  with a hook for a hand—stories abound about spirits such as
  these that return from the grave to seek revenge on the
  living. The creatures called revenants are the source of many
  such tales.
  The exact circumstances of a revenant’s creation are
  something of a mystery, but some trauma or injustice is
  always involved. A person killed in a gun battle does not
  usually return as a revenant, but a person who was taken
  captive, tied, up, humiliated, and then shot might do so. Vic-
  tims whose killers took pleasure in their fear or pain and
  strong-willed individuals who met their deaths at the hands
  of people they trusted are the ones who might claw their
  way back from the grave and seek vengeance.
  A revenant feels that it was unjustly killed, and no
  amount of reasoning or proof otherwise can change its
  mind. Unfortunately, not all revenants were good people
  killed by criminals, and not every revenant knows who was
  actually responsible for its death. The revenant of a terri-
  ble villain might return to murder those who were forced
  to use extraordinary means to stop her, or a good person
  could be deceived about his killer’s identity while dying
  and return later to seek revenge on innocents.
  A revenant appears much as it did in life. Although the
  decay and stench of a dead body are lacking, its skin has a
  deathly pallor. Its body typically shows subtle or obvious
  signs of its manner of death. For example, a revenant that
  died in the cold may have bluish skin from frostburn, or the
  bullet wounds that killed the revenant may appear as
  bloodless holes in its body, or a revenant that died in a fire
  might be covered with horrible burns. A revenant under-
  stands that it is dead and seeks to hide this fact from
  anyone who might see it, so it rarely moves about in the
  daylight and avoids brightly illuminated areas. Those who
  knew the revenant in life usually recognize it. The revenant
  retains its memories and habits, but it seems colder and
  more emotionally distant than it once was. Astute observers
  might also note that the revenant is nimbler than it once
  was. Undeath gives the creature amazing reflexes and stun-
  ning agility, enabling it to move faster and react more rap-
  idly than it ever could while alive. Revenants are truly the
  quick among the dead.
  A revenant is nearly impossible to kill. Only one kind of
  damage truly harms it, and only one weapon gives it reason
  to fear—the weapon that originally killed it. Since this vul-
  nerability varies from one revenant to another, a bit of
  research or astute observation is required to discover it. 
  Each revenant is driven to destroy the person or persons
  it believes responsible for its death. Once those individuals
  are dead, the revenant becomes an inanimate corpse, and
  the decay and putrefaction that was delayed while it sought
  vengeance take effect in full force, rendering its body as
  decomposed as it would have been had it lain in its grave
  since its original death.
  A revenant can attack unarmed, or it can use any weap-
  ons it used in life.
  Template Traits
  “Revenant” is an acquired template that can be added to
  any corporeal living creature that has both an Intelligence
  score and a Charisma score greater than 6 (referred to here-
  after as the “base creature”). The creature’s type changes to
  undead. It uses all the base creature’s statistics and special
  abilities except as noted here.
  Challenge Rating: Same as base creature +2.
  Hit Dice: Change to d12.
  Speed: The base creature’s speeds increase by +10 feet
  each.
  Defense: The base creature’s natural armor bonus
  improves by +4.
  CREATURES
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  Special Qualities: A revenant retains all the special
  qualities of the base creature and gains the additional spe-
  cial qualities described below.
  Revenant Regeneration (Ex): The base creature loses
  the regeneration and fast healing special qualities if it had
  them and gains revenant regeneration instead. Only damage
  that matches the revenant’s special vulnerability (see below)
  actually reduces its hit points. However, damage of other
  sorts does have an effect. Track the creature’s nonvulnera-
  bility damage separately from its hit points. When that
  damage equals or exceeds its actual current hit point total,
  it falls prone and is immobile and helpless for 2d6 rounds.
  During this time, any further damage dealt to it heals
  instantly. When this time elapses, the revenant arises to
  fight again, and its nonvulnerability damage tally is wiped
  clean. Note that damage matching the revenant’s special
  vulnerability reduces its revenant regeneration damage
  threshold by reducing its actual hit points.
  Special Vulnerability (Ex): Each revenant has a special
  vulnerability related to the way it died. Any attack that
  deals the kind of damage that caused the revenant’s original
  death deals damage to the creature normally. Should the
  revenant reach 0 hit points from such damage, it is
  destroyed. Possible damage types include acid, electricity,
  fire, cold, sonic/concussion, slashing, piercing, bludgeoning,
  and ballistic.
  A revenant that died from poison, starvation, suffocation,
  or some other cause that does not cause hit point damage
  is instead vulnerable to some danger that frightened it in
  life or some means of death that it meted out to others.
  Choose one of the damage types above for its special vul-
  nerability on that basis.
  If the revenant was killed by an attack that dealt multiple
  types of damage, only one of those damage types counts as
  its special vulnerability. For instance, if a revenant was killed
  by a spell that causes half fire damage and half electricity
  damage, only one of those damage types could be its spe-
  cial vulnerability. If the revenant is subjected to another
  such mixed-damage attack, it takes hit point damage only
  from the type to which it is vulnerable.
  Turn Resistance (Ex): A revenant is treated as an undead
  with Hit Dice equal to the base creature’s Hit Dice +3 for the
  purpose of turn or rebuke attempts. This turn resistance
  increases by an additional +2 when it sees a creature upon
  which it wishes to take revenge and decreases by –2 while
  it is within sight of its vulnerability fear (see below). These
  modifiers stack.
  Undead: Revenants have the traits and immunities
  common to undead.
  Vulnerability Fear (Ex): A revenant is terrified of any
  specific items directly associated with its cause of death.
  For example, a revenant that was run down by a car is terri-
  fied of the particular car that killed it. The revenant of a
  person murdered with an axe fears that particular axe. A
  revenant that was trapped in a room and starved to death
  fears that room. Only something directly associated with
  the revenant’s death can cause this fear; the creature cannot
  be deceived by illusions or duplicates. When the revenant
  sees the item it fears, it must succeed at a Will saving throw
  (DC 15) or be shaken for 24 hours. Success leaves it
  shaken for only 1d4 rounds. If that item is used to deal
  damage to the revenant that matches its special vul-
  nerability, the revenant must succeed at a Will
  saving throw (DC 20) or be panicked for 1 minute and
  shaken for 24 hours thereafter. Success indicates that
  the revenant is shaken for 1 minute. The time that a
  revenant is shaken or panicked from this effect
  does not stack.
  Allegiances: Revenge becomes the revenant’s sole
  purpose. Any allegiances that would interfere with
  that goal are sublimated or abandoned (GM’s choice).
  Saves: Same as the base creature, modified by
  new ability scores.
  Ability Scores: A revenant gains the following
  ability score increases: Str +4, Dex +6, Cha +4. As an
  undead creature, a revenant has no Constitution
  score and uses its Charisma modifier for all Constitu-
  tion and Constitution-based checks.
  Skills: A revenant gains a +8 species bonus on Bal-
  ance, Climb, Escape Artist, Hide, Intimidate, Jump,
  Listen, Move Silently, Sense Motive, Spot, and Tumble
  checks. It can use Tumble as though it had ranks in the
  skill, even if it was untrained in life. A human revenant
  retains the extra skill points afforded to all humans.
  Feats: A revenant receives Combat Reflexes,
  Improved Initiative, Lightning Reflexes, Quick Draw,
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  75
  Quick Reload, and Run as bonus feats, assuming the base
  creature meets the prerequisites and doesn’t already have
  these feats. A human revenant keeps the extra feat it gained
  as a 1st-level human character.
  Advancement: By character class.
  Revenant Police Officer (Human Strong Ordinary 1/
  Dedicated Ordinary 1): CR 3; Medium-size undead; HD
  2d12; hp 11; Mas —; Init +8; Spd 35 ft.; Defense 24, touch 16,
  flat-footed 20 (+4 Dex, +2 class, +4 natural, +4 concealable
  vest); BAB +1; Grap +5; Atk +5 melee (1d3+4 nonlethal,
  unarmed strike) or +5 melee (1d4+4, tonfa) or +5 ranged (2d6,
  Beretta 92F) or +5 ranged (2d8, Beretta M3P); Full Atk +5
  melee (1d3+4 nonlethal, unarmed strike) or +5 melee (1d4+4,
  tonfa) or +5 ranged (2d6, Beretta 92F) or +5 ranged (2d8,
  Beretta M3P); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft.,
  revenant regeneration, special vulnerability (bludgeoning),
  turn resistance, undead, vulnerability (criminal’s sawed-off
  shotgun); AL any; SV Fort +2, Ref +6, Will +3; AP 0; Rep +1;
  Str 19, Dex 18; Con —, Int 10, Wis 14, Cha 12.
  Occupation: Law enforcement (class skills: Drive,
  Intimidate).
  Skills: Balance +9*, Climb +11*, Drive +6, Escape Artist +9*,
  Hide +9*, Intimidate +11, Investigate +2, Jump +9*, Knowl-
  edge (current events) +2, Knowledge (streetwise) +2, Knowl-
  edge (tactics) +2, Listen +10, Move Silently +9*, Profession
  +4, Read/Write English, Sense Motive +12, Speak English,
  Spot +12, Swim +5, Treat Injury +4, Tumble +9*.
  Feats: Armor Proficiency (light, medium), Combat
  Reflexes, Improved Initiative, Lightning Reflexes, Personal
  Firearms Proficiency, Quick Draw, Quick Reload, Run, Simple
  Weapons Proficiency.
  Possessions: Concealable vest, Beretta 92F (9mm auto-
  loader), 50 rounds of 9mm ammunition, Beretta M3P (12-
  gauge shotgun), 10 12-gauge shotgun rounds, tonfa, various
  gear and personal possessions.
  *Includes –3 armor penalty for concealable vest.
  ROBOT
  Robots are manufactured, remote-controlled constructs
  powered by batteries. These highly useful machines come in
  a variety of sizes and shapes and can be fitted with tools or
  weapons. Techies create robots—for rules on this process,
  refer to Chapter 6: Advanced Classes in the d20 Modern
  Roleplaying Game.
  Species Traits
  Construct: Robots have the traits and immunities
  common to constructs.
  Speed: A robot’s speed depends on its size and method
  of locomotion (bipedal, quadrupedal, tracked, or wheeled).
  The different speeds are given with each robot’s statistics
  (below).
  Attacks: A robot is not normally equipped with weap-
  ons. Robots fitted with arms or similar manipulators can
  attempt to grapple things, but only robots of Medium-size
  or larger can use their manipulators to deal damage.
  Skills: A character with four or more levels in the
  Techie advanced class (see page 177 of the d20 Modern
  Roleplaying Game) can program one or more ranks of a
  single skill into a robot; otherwise, the robot has no skills.
  Building a Robot
  Follow these two steps to create Small or Medium-size
  robots.
  1. Wealth Check: The purchase DC for the components
  needed to construct a robot is based on its size category.
  Make a Wealth check to purchase and gather the necessary
  components before starting construction.
  Size
  Purchase DC
  Small
  21
  Medium-size
  24
  2. Construct Frame: The robot’s body determines its
  size, shape, locomotion, and hit points. The DC of the
  required Craft (mechanical) check is set by the robot’s size
  and modified by the mode of locomotion selected (see the
  Techie advanced class description on page 177 of the d20
  Modern Roleplaying Game).
  Size
  Craft (mechanical) DC
  Small
  18
  Medium-size
  21
  In addition to the external components noted in the d20
  Modern Roleplaying Game, a Techie can add additional
  components, weapons, and armor plating to a robot. Refer
  to the table below to find the DC modifier for adding new
  components to a robot.
  Components
  DC Modifier
  Frame Shape and Locomotion
  Articulated frame
  +5
  External Components
  Accessory mount
  +1
  Loading mechanism
  +2
  Basic toolkit
  +2
  Basic electrical kit
  +2
  Searchlight
  +1
  Armor
  Natural armor bonus +2
  +2*
  *This component can be purchased a number of times equal
  to the robot’s size category (counted up from Diminutive).
  For example, a Small robot can have a +6 natural armor
  bonus.
  Articulated Frame: This robot’s body is articulated so
  that it can move like a snake, slithering through narrow
  openings and navigating stairs with ease. A robot with
  this frame moves as fast as a bipedal robot, but it can
  also move through difficult terrain and small spaces
  without slowing.
  Accessory Mount: A robot with an accessory mount can
  be armed with a single weapon or accessory up to one size
  category larger than itself. Such a robot can fire a weapon
  using its normal attack modifier or via a remote, using the
  operator’s attack modifier with a –4 penalty. Alternatively,
  an accessory mount can hold a single grenade, or nearly any
  CREATURES
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  76
  of the items noted on Table 4–10: General Equipment in the
  d20 Modern Roleplaying Game.
  Loading Mechanism: A robot with a loading mechanism
  can reload a single weapon with a full-round action. The
  mechanism holds enough ammunition to reload the
  weapon three times, and it works with weapons that use
  box ammunition, speed-loaders (but not loose bullets), a
  grenade launcher round, or some sort of fuel tank (such as
  a flamethrower). A robot can have multiple loading mecha-
  nisms, one for each weapon that it has mounted in its frame.
  Toolkits: A robot can use a toolkit if it has the appropri-
  ate skill or can use the operator’s skill at a –2 penalty via
  remote control.
  Searchlight: A searchlight operates in the same manner
  as a battery flood spotlight (see Chapter 4: Equipment in the
  d20 Modern Roleplaying Game).
  Small Robot: CR 1/2; Small construct; HD 1d10+5; hp 10;
  Mas —; Init +0; Spd 30 ft. (treads), 30 ft. (bipedal), 40 ft.
  (quadrupedal), or 50 ft. (wheels); Defense 11, touch 11, flat-
  footed 11 (+1 size); BAB +0; Grap –4; Atk +1 melee; Full Atk +1
  melee or +1 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct;
  AL none; SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 10,
  Dex 10, Con —, Int —, Wis 10, Cha 10.
  Skills: None (unless programmed by a Techie, as
  described in Chapter 6: Advanced Classes in the d20
  Modern Roleplaying Game).
  Feats: None.
  External Components: Audio/visual sensor, manipula-
  tor arms.
  Advancement: None.
  Medium-Size Robot: CR 1; Medium-sized construct; HD
  2d10+10; hp 21; Mas —; Init +0; Spd 30 ft. (treads), 30 ft.
  (bipedal), 40 ft. (quadrupedal), or 50 ft. (wheels); Defense 9,
  touch 9, flat-footed 9 (–1 Dex); BAB +1; Grap +3; Atk +3 melee
  (1d4+2, claw); Full Atk +3 melee (1d4+2, claw) or +2 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ construct; AL none; SV Fort +0,
  Ref –1, Will +0; AP 0; Rep +0; Str 14, Dex 8, Con —, Int —,
  Wis 10, Cha 10.
  Skills: None (unless programmed by a Techie, as
  described in Chapter 6: Advanced Classes in the d20
  Modern Roleplaying Game).
  Feats: None.
  External Components: Audio/visual sensor, manipula-
  tor arms.
  Advancement: None.
  Police Assault Drone*: CR 1; Medium-sized construct; HD
  2d10+10; hp 21; Mas —; Init –1; Spd 30 ft. (treads); Defense 13,
  touch 9, flat-footed 13 (–1 Dex, +4 armor); BAB +1; Grap +3; Atk
  +3 melee (1d4+2, claw); Full Atk +3 melee (1d4+2, claw) or +2
  ranged (2d8, Mossberg shotgun); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ construct; AL none; SV Fort +0, Ref –1, Will +0; AP 0; Rep
  +0; Str 14, Dex 8, Con —, Int —, Wis 10, Cha 10.
  Skills: Disable Device +4.
  Feats: None.
  External Components: Armor (+4), audio/visual
  sensor, manipulator arms, 2 accessory mounts, Mossberg
  shotgun, autoloader, tear gas grenade, search-
  light, remote control link (200 feet).
  Advancement: None.
  *This robot requires a successful
  Wealth check (DC 21) and a suc-
  cessful Craft (mechanical) check
  (DC 32) to create.
  ROD
  Rods were first detected in the
  early 1990s, though images recorded on
  boulders in Argentina by ancient humans depict
  creatures that look eerily like them. Despite these
  similarities, rods were introduced to Earth only
  recently. They arrived quite by accident, when
  some alien visitors dumped several hundred
  pounds of contaminated supplies—food
  infested with rod larvae—on Earth. These larvae developed
  into rods, which have flourished on Earth ever since. Rods
  are not particularly dangerous, and in fact, many natural
  species of birds and spiders prey upon them, keeping their
  population under control.
  RM
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  A rod is an insect with a sticklike body about 1 foot long.
  Short, undulating wings run the entire length of its form,
  allowing it to dart and maneuver quickly.
  Rods certainly aren’t dangerous to the average human,
  but they can pose a significant danger to anyone with
  psionic abilities. Rods know instantly when a psionic crea-
  ture is nearby, and they react with unreasoning violence.
  Upon detecting a psionic creature, a rod flies toward it at
  top speed and crashes into its body. Such an impact is
  always fatal to the rod, but it can also be fatal to the target,
  since a rod hits with the force of a bullet when moving at
  roughly 70 feet per second. A psionic creature can some-
  times survive an impact from one rod, but the creatures
  often travel in swarms up of to two hundred individuals.
  Needless to say, the fraal (see the “Fraal” entry earlier in
  the chapter) are eager to purge the Earth of its rod infesta-
  tion, since they are powerful psionic beings. The presence of
  rods in certain areas means that the fraal cannot adequately
  patrol the Earth to ensure its safety from alien races bent on
  conquest. Because the fraal have had to declare portions of
  Mexico and the United States off-limits to their people on
  account of rod infestation, less scrupulous aliens have been
  able to use these locations as landing zones without fear of
  interference from the fraal.
  Species Traits
  Ballistic Path (Ex): A rod reacts to the presence of a
  psionic creature by flying toward it at extremely high speed.
  As a full-round action, a rod can move up to 200 feet in a
  straight line, attacking with a +2 bonus (for a total melee
  attack bonus of +6). If it hits, the rod deals 2d8 points
  of ballistic damage to the target, but it is
  destroyed by the impact. Except as noted here,
  this attack is treated as a charge.
  Detect Psionics (Sp): A rod is automatically aware
  of psionic creatures or powers within 60 feet, as
  though constantly under the effect of the detect
  psionics power.
  Invisible to Naked Eye (Ex): A rod moves too
  fast to be seen by the naked eye, except as a blur
  of motion. It can be seen only as a recorded image
  on high-speed film or videotape, or via some sim-
  ilar means of recording fast-moving objects.
  Vermin: A rod has darkvision out to a range of
  60 feet. It is immune to mind-affecting effects and
  gains a +5 species bonus on Fortitude saves to negate
  the effects of massive damage.
  Rod: CR 1/4; Diminutive vermin; HD 1/8 d8; hp 1;
  Mas 4; Init +4; Spd fly 100 ft. (perfect); Defense 18,
  touch 18, flat-footed 14 (+4 size, +4 Dex); BAB +0;
  Grap –17; Atk –1 melee (1d2–5, bite); Full Atk –1
  melee (1d2–5, bite); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ ballis-
  tic path, darkvision 60 ft., detect psionics, invisible to
  naked eye, vermin; AL none; SV Fort –1, Ref +4, Will +0; AP 0;
  Rep +0; Str 1, Dex 18, Con 4, Int —, Wis 11, Cha 2.
  Skills: Listen +4, Move Silently +8, Spot +4.
  Feats: None.
  Advancement: None.
  ROGUE TULPA
  Shamans and students of psychic powers have for centuries
  practiced the creation of tulpas—spirit duplicates that
  are indistinguishable from their creators and can operate
  independently of them. Only the most accomplished
  shamans can make tulpas. However, a few deranged indi-
  viduals, brimming with latent psychic power, have somehow
  managed to create tulpas spontaneously, with no training
  whatsoever. Such a “rogue tulpa” is a psychic construct
  bent on murder and fueled by rage. Although it knows the
  inner workings of its creator’s mind, a rogue tulpa exists
  independently, feeding on the mental energies of other
  beings while it acts out its creator’s most psychotic whims
  and desires.
  Standing as much as 10 feet tall and weighing more than
  500 pounds, a rogue tulpa is a horrifying sight. Despite
  its warty hide, daggerlike teeth, and sickle-sharp claws,
  the tulpa’s features vaguely resemble those of its original
  creator—enough so that someone who survives a close
  encounter with the tulpa could, theoretically, identify
  the creator.
  If a rogue tulpa’s creator dies, the creature continues to
  act on its own, carrying out whatever agenda of destruction
  its creator had last espoused. If its creator died at the
  CL
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  hands of another, the rogue tulpa may seek revenge on
  that person.
  A rogue tulpa attacks with its claws and teeth,
  hoping to feed on the minds of its foes. It rarely
  speaks, though it can speak, read, and write all the
  languages its creator can.
  Species Traits
  Automatic Language: A rogue tulpa
  can read, write, and speak whatever lan-
  guages its creator can.
  Cold Resistance 20 (Ex): A rogue
  tulpa ignores the first 20 points of cold
  damage from any single attack.
  Damage Reduction 10/+1: A rogue
  tulpa ignores the first 10 points of
  damage dealt by any nonmagical weapon.
  In campaigns without magic weapons, the
  GM can either disregard the rogue tulpa’s
  damage reduction or apply it only to certain
  types of weapons (ballistic, bludgeoning,
  piercing, slashing, or sonic/concussion).
  Dimension Door (Sp): A rogue tulpa
  can use dimension door five times per
  day (caster level 8th).
  Mind Feed (Ex): If a rogue tulpa hits
  with its bite attack, it deals 1d4 points of
  Intelligence damage in addition to the
  normal damage for the attack. If this
  damage reduces the opponent’s Intelligence
  score to 0, all unrestored Intelligence damage dealt
  to the opponent up until that point becomes Intelligence
  drain instead.
  Psionics (Sp): At will—brain lock, telekinesis. Mani-
  fester level 10th; save DC 10 + rogue tulpa’s key ability mod-
  ifier + power level.
  Regeneration 5 (Ex): A rogue tulpa regenerates 5
  points of damage each round but cannot regenerate fire
  or acid damage. If a rogue tulpa loses a limb or body part,
  the lost portion regrows in 3d6 minutes. The creature can
  reattach the severed member instantly by holding it to
  the stump.
  Scent (Ex): This ability allows a rogue tulpa to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Rogue Tulpa: CR 8; Large monstrous humanoid; HD 6d8+30;
  hp 57; Mas 21; Init +5; Spd 30 ft.; Defense 18, touch 10, flat-
  footed 17 (–1 size, +1 Dex, +8 natural); BAB +6; Grap +16;
  Atk +11 melee (1d6+6, claw); Full Atk +11 melee (1d6+6, 2
  claws) and +6 melee (1d6+3 plus 1d4 Int, bite); FS 10 ft. by
  10 ft.; Reach 10 ft.; SQ cold resistance 20, damage reduction
  10/+1, darkvision 90 ft., dimension door, mind feed, psion-
  ics, regeneration 5, scent; AL chaos, evil; SV Fort +7, Ref +6,
  Will +8; AP 0; Rep +0; Str 23, Dex 12, Con 21, Int 10, Wis 16,
  Cha 6.
  Skills: Listen +14, Move Silently +3, Read/Write Navajo,
  Search +8, Speak Navajo, Spot +14.
  78
  CREATURES
  KA
  Sand slave
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  79
  Feats: Alertness, Improved Initiative.
  Advancement: 7–12 HD (Large); 13–24 HD (Huge).
  Advanced Rogue Tulpa: CR 10; Huge monstrous humanoid;
  HD 13d8+91; hp 149; Mas 25; Init +5; Spd 30 ft.; Defense 19,
  touch 8, flat-footed 19 (–2 size, +11 natural); BAB +13; Grap
  +31; Atk +21 melee (2d4+10, claw); Full Atk +21 melee (2d4+10,
  2 claws) and +6 melee (1d8+5 plus 1d4 Int, bite); FS 15 ft. by
  15 ft.; Reach 10 ft.; SQ cold resistance 20, damage reduction
  10/+1, darkvision 90 ft., dimension door, mind feed, psion-
  ics, regeneration 5, scent; AL chaos, evil; SV Fort +11, Ref +8,
  Will +11; AP 0; Rep +0; Str 31, Dex 10, Con 25, Int 10, Wis 16,
  Cha 6.
  Skills: Listen +16, Move Silently +10, Read/Write Navajo,
  Search +11, Speak Navajo, Spot +16.
  Feats: Alertness, Cleave, Improved Initiative, Power
  Attack.
  SAND SLAVE (TEMPLATE)
  Sand slaves (sometimes called sandmen or cyberslaves) are
  intelligent creatures that have been transformed into cyber-
  netic slaves of the etoile (see the “Etoile” entry earlier in
  this chapter). Nearly perfect for espionage, sand slaves can
  gather information on military institutions, sabotage scien-
  tific studies, assassinate key scientists and military officials,
  and destroy technological facilities. The etoile also use
  them for self-defense and transportation.
  A sand slave looks much like it did before its transforma-
  tion, though it is stronger, faster, and healthier than before.
  The reasons for these enhancements and others lie beneath
  the skin. Although a sand slave is superficially similar to its
  previous self, its biology has been significantly altered, and
  portions of its DNA have been replaced. X-rays reveal the
  presence of hair-thin wires running throughout the sand
  slave’s body and silicon structures that support bones and
  joints. Microscopic examination of the creature’s blood
  reveals tiny nannites—microscopic machines—busily alter-
  ing their host’s body structure, and brain scans reveal more
  bioelectric activity than normal.
  Sand slaves retain the knowledge, skills, and personalities
  they had before succumbing to the nannites, but their alle-
  giances change. Now totally loyal to the etoile, sand slaves
  only feign loyalty to those they once knew and loved, using
  the trust of such people to their own advantage.
  Of course, most people never realize that they have
  encountered a sand slave until they kill it or try to force it to
  reveal its purpose. At that point, they learn how the sand
  slave got its name. If discovery seems imminent, the nan-
  nites attack the sand slave’s body, reducing both it and
  themselves to carbon and iron dust in seconds.
  Template Traits
  “Sand slave” is an acquired template that can be added to
  any corporeal living creature with an Intelligence score of 6
  or higher that is susceptible to disease (referred to hereafter
  as the “base creature”). The creature retains its original type.
  It uses all the base creature’s statistics and special abilities
  except as noted here.
  Challenge Rating: Same as base creature +2.
  Speed: The base creature’s speeds increase by +10
  feet each.
  Special Qualities: A sand slave retains all the special
  qualities of the base creature and gains the additional
  special qualities described below.
  Darkvision (Ex): A sand slave has darkvision to a range
  of 60 feet or the base creature’s darkvision, whichever
  is better.
  Electricity Resistance 10 (Ex): A sand slave ignores the
  first 10 points of electricity damage from any single attack.
  If the base creature already has electricity resistance, use
  the better value.
  Fast Ability Healing 1 (Ex): A sand slave heals ability
  damage at the rate of 1 ability score point per damaged
  ability per round.
  Fast Healing 3 (Ex): A sand slave heals 3 points of
  damage per round unless it is reduced to –10 or fewer hit
  points. This ability does not enable the sand slave to regrow
  or reattach severed body parts. If the base creature already
  has fast healing, use the better value.
  Fortification (Ex): A sand slave has a 50% chance to
  ignore the extra damage from a critical hit.
  Fugue (Ex): Once per day as a free action, a sand slave
  may attempt a Constitution check (DC 20). Success indicates
  that the sand slave has forced its nannites into hyperpro-
  ductivity, thereby gaining an extra attack or move action
  each round for 1d8+2 rounds.
  Hot Running (Ex): Once per day as a free action, a sand
  slave can make a Constitution check (DC 15) to reverse the
  effects of fatigue and nonlethal damage. A successful check
  negates all nonlethal damage the sand slave has sustained
  and reduces fatigue or exhaustion as if the sand slave had
  rested for a full day.
  Immunities (Ex): The sand slave is immune to disease and
  poison. The nannites in its body fight off all diseases, includ-
  ing other nannite infections, and break down all poisons
  before they can take effect.
  Network Mind (Ex): A sand slave is automatically aware
  of the position and general emotional status of any other
  sand slaves within 200 feet. All sand slaves within that
  range that can see one another are in constant telepathic
  communication. If one is aware of a particular threat, they
  all are. If one sand slave in a particular group is not flat-
  footed, none of them are. No sand slave in such a group is
  considered flanked unless they all are.
  Self-Destruct (Ex): When reduced to –10 hit points or
  below, a sand slave’s body immediately turns into a pile of
  dust. At any time, a sand slave can willfully destroy itself by
  taking an attack action to make a Constitution check
  (DC 10). Success indicates that the sand slave self-destructs
  as above.
  Stasis (Ex): Once per day as a free action, a sand slave can
  attempt a Constitution check (DC 15). Success dramatically
  slows the creature’s metabolism for up to 1 hour. During this
  time, the sand slave does not need to breathe, and it lacks a
  heartbeat and normal body temperature. If it does not
  move, it appears dead to casual inspection, though a blood
  test or successful Treat Injury check (DC 20) reveals that it is
  still alive. While in stasis, the sand slave does not take
  damage from prolonged exposure to environmental heat or
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  CREATURES
  cold, and the time spent in stasis does not count toward the
  time limit that the sand slave can go without water or food
  before taking damage. While in stasis, a sand slave can act
  normally, except that it cannot use its hot running or fugue
  abilities, and it does not heal ability or hit point damage.
  The sand slave can end the stasis at any time before its dura-
  tion runs out as a free action.
  Telepathy (Ex): A sand slave can communicate its
  thoughts and desires to any etoile or sand slave within 200
  feet that it can see, regardless of intervening matter such as
  glass. The target creature “hears” the sand slave’s thoughts in
  whatever language it can most easily understand. However,
  it cannot communicate thoughts back to the sand slave
  unless it also has telepathy.
  Allegiances: A sand slave is totally dedicated to the
  etoile, but when not acting under any particular orders, it
  maintains the allegiances that the base creature had. This
  allegiance hierarchy allows the etoile to use sand slaves as
  sleeper agents. Sand slaves follow the orders of all etoile
  and give precedence to the last orders they received. 
  Saves: Same as the base creature, modified by new abil-
  ity scores.
  Ability Scores: A sand slave gains the following ability
  increases: Str +2, Dex +2.
  Skills: A sand slave gains a +4 species bonus on Bluff
  checks.
  Feats: A sand slave gains Improved Damage Threshold as
  a bonus feat.
  Sand Slave Terrorist (Human Tough Ordinary 3/Smart
  Ordinary 3): CR 7; Medium-size humanoid; HD
  3d10+6 plus 3d6+6; hp 39; Mas 18; Init +2; Spd 40 ft.;
  Defense 17, touch 15, flat-footed 15 (+2 Dex, +3 class,
  +2 light undercover shirt); BAB +3; Grap +5; Atk +5
  melee (1d3+2 nonlethal, unarmed strike) or +5 melee
  (1d4+2, pistol whip) or +5 ranged (2d6, MAC Ingram
  M10); Full Atk +5 melee (1d3+2 nonlethal, unarmed
  strike) or +5 melee (1d4+2, pistol whip) or +5 ranged
  (2d6, MAC Ingram M10); FS 5 ft. by 5 ft.; Reach 5 ft;
  SQ darkvision 60 ft., electricity resistance 20, fast
  ability healing 1, fast healing 3, fortification, fugue,
  hot running, immunities, network mind, self-
  destruct, stasis, telepathy; AL etoile; SV Fort +5, Ref
  +4, Will +3; AP 3; Rep +2; Str 14, Dex 15, Con 15, Int 15,
  Wis 10, Cha 8.
  Occupation: Military (class skills: Navigate, Pilot).
  Skills: Bluff +7, Computer Use +5, Craft (chemical) +7,
  Craft (electronic) +7, Craft (mechanical) +7, Craft (struc-
  tural) +7, Demolitions +8, Disguise +3, Drive +5, Forgery +6,
  Gather Information +1, Intimidate +3, Knowledge (current
  events) +6, Knowledge (tactics) +5, Knowledge (tech-
  nology) +6, Knowledge (theology and philosophy)
  +4, Navigate +4, Pilot +5, Profession +4, Read/
  Write English, Repair +4, Research +5, Search +4, Speak
  English.
  Feats: Advanced Firearms Proficiency, Armor Pro-
  ficiency (light), Deceptive, Improved Damage
  Threshold, Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency.
  Possessions: Tactical vest, Beretta 92F (9mm auto-
  loader), 50 rounds of 9mm ammunition, Beretta M3P (12-
  gauge shotgun) 10 12-gauge shotgun rounds, tonfa, various
  gear and personal possessions.
  SASQUATCH
  The hairy biped known as the yowie in Australia, the
  yeren in southern China, and Bigfoot in North America (for
  the size of the tracks it leaves) was originally called
  sokqueatl, or sasquatch, by the Native Americans of the
  Pacific Northwest. Sasquatches inhabit forested areas, usu-
  ally at high altitudes, and generally avoid humans. As
  humans claim more of the wilderness, however, occasional
  encounters are inevitable. 
  A sasquatch stands 8 to 10 feet tall and weighs about 300
  pounds. It has long, tawny fur and beady black eyes. A
  sasquatch has an oppressive, bestial stink that frightens
  domestic animals.
  Most encounters with sasquatches are actually brushes
  with a primitive strain—creatures as different from the
  average sasquatch as a Neanderthal is from homo sapiens.
  True sasquatches are intelligent beings called weren that
  were originally brought to Earth by the fraal to serve as
  manual laborers, bodyguards, and sometimes shock
  troops. Left to their own devices when the fraal
  departed, these weren apparently regressed to a state of
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  barbarism. The descendents of these creatures are what
  humans commonly refer to as Bigfoot monsters.
  A few of the more civilized weren also exist on Earth,
  probably brought there on a more recent visit by the fraal.
  Though not significantly more intelligent than their savage
  cousins, these advanced sasquatches are highly spiritual
  beings, and some of them actually practice shamanistic
  magic. In fact, the only major difference between the two
  strains is that those sasquatches that still serve the fraal
  have more access to technology than their primitive rela-
  tions do. Some of their present-day operations on Earth
  involve tracking down and rounding up their bestial cousins
  for reindoctrination.
  Sasquatches should not be confused with yeti, although
  there are certainly some similarities among these species.
  Both primitive and civilized sasquatches speak Weren.
  Sasquatches usually fight with their fists, though they are
  capable of learning to use weapons.
  Species Traits
  Automatic Language: Sasquatches speak Weren—a
  language of growls, rumbles, and snorts.
  Species Bonuses: Because of its size and ferocious
  appearance, a sasquatch gains a +4 species bonus on
  Intimidate checks.
  Sasquatch (Weren): CR 2; Large giant; HD 3d8+9; hp 22;
  Mas 17; Init +0; Spd 30 ft.; Defense 11, touch 8, flat-footed 11
  (–1 size, –1 Dex, +3 natural); BAB +2; Grap +12; Atk +7 melee
  (1d4+6, slam); Full Atk +7 melee (1d4+6, 2 slams); FS 5 ft. by
  5 ft.; Reach 10 ft.; SQ low-light vision; AL any; SV Fort +6,
  Ref –1, Will +2; AP 0; Rep +0; Str 22, Dex 9, Con 17, Int 6,
  Wis 12, Cha 10.
  Skills: Climb +8, Intimidate +4, Listen +5, Speak Weren,
  Spot +5.
  Feats: Alertness, Simple Weapons Proficiency.
  Possessions: None.
  Advancement: By character class.
  Sasquatch Strong Hero 3/Soldier 3: CR 8; Large giant; HD
  3d8+12 plus 3d8+12 plus 3d10+12; hp 72; Mas 21; Init +0; Spd
  30 ft.; Defense 16, touch 13, flat-footed 16 (–1 size, +4 class, +3
  natural); BAB +7; Grap +17; Atk +13 melee (1d4+9, slam); Full
  Atk +13 melee (1d4+9, 2 slams) or +6 ranged (1d10/19–20,
  crossbow); FS 5 ft. by 5 ft.; Reach 10 ft.; SQ low-light vision;
  AL fraal; SV Fort +7, Ref –1, Will +2; AP 3; Rep +0; Str 22,
  Dex 10, Con 18, Int 6, Wis 12, Cha 10.
  Occupation: Military (class skills: Hide, Move Silently).
  Skills: Climb +8, Hide +0, Intimidate +4, Knowledge (tac-
  tics) +1, Listen +5, Move Silently +3, Speak Fraal, Speak
  Weren, Spot +5, Survival +2.
  Feats: Cleave, Combat Martial Arts, Great Cleave,
  Improved Combat Martial Arts, Improved Damage Thresh-
  old, Power Attack, Simple Weapons Proficiency, Weapon
  Focus (slam), Weapon Specialization (slam).
  Talents (Strong Hero): Ignore hardness, melee smash.
  Possessions: Crossbow, 20 bolts.
  SATANIC ICHOR
  Satanic ichor, sometimes referred to as “liquid Lucifer,”
  appears as a sickly, fluorescent-green residue seething
  with hate and swirling with vile corruption. Some believe
  the liquid might be the distilled remains of some great and
  terrible power, if not the Prince of Darkness himself.
  A sample of satanic ichor is usually contained within a
  sealed, airtight vat or canister adorned with angelic and
  devilish motifs. From within this container, it can reach forth
  to corrupt the minds of mortals and turn them against their
  own kind.
  A 13-gallon canister of satanic ichor weighs 250 pounds. A
  typical canister has hardness 5, 15 hit points, and a break DC
  of 18. If the canister sports a lock, the lock is usually high
  quality (Open Lock DC 30). Once released from its canister,
  satanic ichor can crawl across surfaces or float through the
  air with ease.
  Species Traits
  Blindsight (Ex): Satanic ichor is blind but can ascertain
  all creatures and objects within 120 feet by nonvisual means.
  Beyond that range, all targets have total concealment with
  respect to the satanic ichor (see Concealment in the d20
  Modern Roleplaying Game).
  Corrupt the Mind (Su): As an attack action, satanic
  ichor can dominate any creature it can contact telepathi-
  cally (as the domination psionic power manifested by a
  10th-level Telepath). A successful Will save (DC 18) negates
  the effect and protects the creature against further domi-
  nation attempts by the satanic ichor for 24 hours. Satanic
  ichor trapped within a container will typically use a domi-
  nated creature to break the container that confines it. Freed
  satanic ichor will typically use a dominated creature as a
  vessel (see below) or thrall to attract other potential thralls.
  Immunities: Satanic ichor is immune to all weapons
  except ones that deal energy damage, such as stun guns and
  kroath dark plasma rifles.
  Ooze: Satanic ichor has the traits and immunities
  common to all oozes.
  Telepathy (Su): Satanic ichor can communicate tele-
  pathically with any creature within 100 feet that has a
  language.
  Vessel of Flesh (Su): If it succeeds at an attack roll
  against a living creature, satanic ichor can enter the crea-
  ture’s body through one or more orifices (usually the mouth,
  nostrils, or ears) or an open wound. The target gets a Will
  save (DC 10 + 1/2 the satanic ichor’s Hit Dice + its Charisma
  modifier) to keep the satanic ichor from entering and taking
  control of its body. If the save fails, the satanic ichor seizes
  control of the creature’s body, using it as a vessel to commit
  murder and other atrocities. A remove curse spell can
  expel satanic ichor from a creature’s body, but the caster
  must succeed at a level check (1d20 + caster level) or the
  spell fails (DC 10 + 1/2 the satanic ichor’s Hit Dice + its
  Charisma modifier). The creature possessed by satanic ichor
  has no memory of the possession once the satanic ichor is
  expelled. If the host drops to 0 or fewer hit points, the
  satanic ichor inside spills out through the mouth, ears, and
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  nostrils and tries to commandeer a new “vessel” as quickly
  as possible.
  While possessing a creature, satanic ichor cannot be
  attacked directly.
  A living creature possessed by satanic ichor takes 1d2
  points of temporary Constitution damage per day, or 1d6
  points per day if the satanic ichor’s size category is larger
  than its host’s. The Constitution damage cannot be healed
  until the satanic ichor is expelled.
  Satanic Ichor: CR 4; Small ooze; HD 2d10+10; hp 21; Mas —;
  Init +0; Spd 10 ft., climb 10 ft., fly 20 ft. (average); Defense 11
  (+1 size), touch 11, flat-footed 11; BAB +1; Grap +0; Atk +1
  melee touch (1d4–1 plus special, slam); Full Atk +1 melee
  touch (1d4–1 plus special, slam); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ blindsight 120 ft., corrupt the mind, immunities, traits,
  telepathy, vessel of flesh; AL evil; SV Fort +0, Ref +0, Will +3;
  AP 0; Rep +0; Str 9, Dex 11, Con 11, Int 18, Wis 17, Cha 18.
  Skills: None.
  Feats: None.
  Advancement: 3–5 HD (Small); 6–9 HD (Medium-size);
  10–15 HD (Large).
  Advanced Satanic Ichor: CR 10; Medium-size ooze; HD
  8d10+36; hp 80; Mas —; Init +0; Spd 10 ft., climb 10 ft., fly
  20 ft. (average); Defense 11 (–1 Dex, +2 natural), touch 9, flat-
  footed 11; BAB +6; Grap +9; Atk +9 melee touch (1d6+4 plus
  special, slam); Full Atk +9/+4 melee touch (1d6+4 plus spe-
  cial, slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ blindsight
  120 ft., corrupt the mind (DC 18), immunities, ooze, telepa-
  thy, vessel of flesh (DC 18); AL evil; SV Fort +4, Ref +1, Will +5;
  AP 0; Rep +0; Str 17, Dex 9, Con 15, Int 18, Wis 17, Cha 18.
  Skills: None.
  Feats: None.
  SCORPION
  Scorpions around the world are found in warm and dry
  tropical regions, where they hunt insects, small mammals,
  spiders, and other scorpions.
  A scorpion is a small crustacean with an elongated body,
  a pair of large claws, and a flexible tail tipped with a wicked
  stinger. The tail arches up over its back and is capable of
  stinging a creature held in front of the scorpion by its claws.
  The creature’s body is covered with a segmented, chitinous
  shell.
  Scorpion venom is strong enough to kill a human child
  and even the occasional fully-grown adult, though against
  a target larger than the scorpion, its sting is primarily a
  defensive measure.
  Species Traits
  Bonus Feats: A scorpion gains Weapon Finesse (claw) and
  Weapon Finesse (sting) as bonus feats.
  Improved Grab (Ex): To use this ability, the scorpion
  must hit an opponent of any size category with its claw
  attack. If it gets a hold, it automatically deals claw damage
  each round that the hold is maintained, and it can sting in
  the same round. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for more information.
  Poison (Ex): Sting—Fortitude negates; save DC 13; 1d4
  Con/1d4 Con.
  Skill Bonuses: A scorpion gains a +4 species bonus on
  Climb, Hide, and Spot checks.
  Vermin: A scorpion has darkvision out to a range of 30
  feet. It is immune to mind-affecting effects and gains a +5
  species bonus on Fortitude saves to negate the effects of
  massive damage.
  Scorpion: CR 1/4; Fine vermin; HD 1/4 d8; hp 2; Mas 4;
  Init +0; Spd 10 ft.; Defense 20, touch 18, flat-footed 20 (+8
  size, +2 natural); BAB +0; Grap –20; Atk +8 melee (1d2–4,
  claw); Full Atk +8 melee (1d2–4, 2 claws) and +3 melee (1d2–4
  plus poison, sting); FS 6 in. by 6 in.; Reach 0 ft.; SQ darkvision
  30 ft., improved grab, poison, vermin; AL none; SV Fort –1,
  Ref +0, Will +0; AP 0; Rep +0; Str 2, Dex 10, Con 4, Int —,
  Wis 10, Cha 2.
  Skills: Climb +4, Hide +15, Spot +7.
  Feats: Weapon Finesse (claw), Weapon Finesse (sting).
  Advancement: None.
  SEA SERPENT
  For as long as humans have been traversing Earth’s oceans,
  there have been legends of sea serpents lurking beneath the
  waves. Most such reports can be dismissed as optical illu-
  sions or mistaken identifications of natural sea creatures,
  such as seals, sharks, or whales. Occasionally, however, a
  true sea serpent is sighted. 
  A sea serpent has a snakelike body between 30 and 200
  feet long. Other features may vary with the individual crea-
  ture—some sea serpents have slender fins like those of an
  eel, while others have completely smooth bodies. The head
  of one may be shaped like a horse, another like a seal.
  Sea serpents subsist on sharks, schools of fish, octopi, and
  other large sea creatures, although they have also been
  known to attack swimmers and boats. Most of the time,
  however, they are shy and reclusive, hiding from sight in the
  blackened depths of the ocean.
  A sea serpent attacks a boat by bashing the vessel with its
  great tail and then swallowing up anything that falls into the
  water. It can also use its tail and its bite directly against prey.
  Species Traits
  Hazy Outline (Su): Part of the reason that so few sea
  serpents have ever been spotted or photographed is that
  they can make their forms indistinct and thereby blend into
  the lapping waves. As a full-round action, a sea serpent can
  blur its outline for a number of rounds equal to its Hit Dice.
  This distortion grants the sea serpent one-half concealment
  (20% miss chance). A sea serpent cannot be recorded on any
  visual media while in this state—a photograph shows only a
  fuzzy haze. A see invisibility spell does not counteract this
  effect, but a true seeing spell does. 
  Improved Grab (Ex): To use this ability, the sea serpent
  must hit an opponent at least one size category smaller
  than itself with its bite attack. If it gets a hold, it auto-
  matically deals bite damage each round that the hold is
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  maintained, and it can swallow in the next
  round. See Special Qualities in
  Chapter Eight: Friends and
  Foes in the d20 Modern
  Roleplaying Game
  for
  more information.
  Skill Bonuses: The sea serpent’s col-
  oration and shape grant it a +10 species
  bonus on Hide checks made while it is
  in water.
  Swallow Whole (Ex): If a sea
  serpent begins its turn with an
  opponent two or more size cate-
  gories smaller than itself held in its mouth, it can
  attempt a new grapple check as though trying to pin
  the opponent. If it succeeds, it swallows its opponent, auto-
  matically dealing bite damage. Once inside the sea serpent,
  the opponent takes bludgeoning damage equal to the ser-
  pent’s tail slap attack plus 1d6 points of acid damage per
  round from the monster’s gullet. A successful grapple check
  allows the swallowed creature to climb out of the gullet
  and return to the sea serpent’s maw, where another suc-
  cessful grapple check is needed to get free. Alternatively,
  the swallowed creature can attack from inside the
  gullet using claws or a Small or Tiny slashing
  weapon. Dealing at least 20 points of damage to
  the gullet (Defense 25) in this way creates an open-
  ing large enough to permit escape. Once a single
  swallowed creature exits, muscular action closes the
  hole; thus, another swallowed creature must cut its
  own way out. A Huge sea serpent’s gullet can hold 2
  Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or
  smaller opponents.
  Sea Serpent: CR 7; Huge magical beast; HD 9d10+27; hp
  76; Mas 17; Init +7; Spd swim 60 ft.; Defense 15,
  touch 11, flat-footed 12 (–2 size, +3 Dex, +4 natu-
  ral); BAB +9; Grap +25; Atk +15 melee (2d6+8, tail
  slap); Full Atk +15 melee (2d6+8, bite or tail slap); FS 15 ft.
  by 15 ft. (coiled); Reach 10 ft.; SQ darkvision 60 ft., hazy out-
  line, improved grab, low-light vision, swallow whole; AL
  none; SV Fort +9, Ref +9, Will +5; AP 0; Rep +0; Str 26, Dex 16,
  Con 17, Int 2, Wis 15, Cha 9.
  Skills: Hide +0 (+10 in water), Listen +7, Spot +7.
  Feats: Improved Initiative, Power Attack.
  Advancement: 10–18 HD (Gargantuan); 19–40 HD
  (Colossal).
  Advanced Sea Serpent: CR 10; Colossal magical beast; HD
  19d10+133; hp 237; Mas 25; Init +7; Spd swim 60 ft.; Defense
  18, touch 5, flat-footed 15 (–8 size, +3 Dex, +13 natural);
  BAB +19; Grap +51; Atk +27 melee (4d6+16, tail slap); Full Atk
  +27 melee (4d6+16, bite or tail slap); FS 30 ft. by 30 ft.
  (coiled); Reach 15 ft.; SQ darkvision 60 ft., hazy outline,
  improved grab, low-light vision, swallow whole; AL none; SV
  Fort +18, Ref +14, Will +8; AP 0; Rep +0; Str 42, Dex 16, Con 25,
  Int 2, Wis 15, Cha 9.
  Skills: Hide –8 (+2 in water), Listen +7, Spot +7.
  Feats: Cleave, Great Cleave, Improved Initiative, Power
  Attack.
  SESHEYAN
  Sesheyans dwell in dark rain forests
  and jungles, although some have
  begun to make forays into more
  civilized areas despite their mis-
  givings about humans. Their alien
  appearance often startles the humans
  they encounter, and sesheyans find humans
  equally “alien” in appearance. A sesheyan has a light yet
  muscular frame, a bulbous head encircled by eight small
  eyes, large pointed ears, leathery wings, and a whiplike tail
  with an expandable fan-shaped tip that provides stability
  during flight. The wings can be folded tightly against the
  sesheyan’s upper back when not in use. Though sesheyans
  walk with a hunched, labored gait, they exhibit a grace-
  fulness while airborne that few other flying creatures
  can match.
  Sesheyans shun bright light, preferring to live in the dark-
  ness. Although they can use technology, most of them never
  become completely comfortable with it, and some deeply
  religious sesheyans refuse to have anything to do with it.
  Most humans feel uneasy in the presence of sesheyans
  because of their alien appearance and preference for lurking
  in the dark, and most sesheyans view humans as equally
  strange and unnatural.
  Sesheyans speak their own language and can learn to
  speak others as well. The average sesheyan stands between
  5 and 6 feet tall and weighs 85 to 100 pounds. 
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  Species Traits
  Ability Scores: With the GM’s per-
  mission, sesheyans can be played as
  heroes. Sesheyan heroes gain all
  of the sesheyan species traits
  and have the following abil-
  ity score modifiers: Dex +2,
  Cha –2.
  Darkvision (Ex):
  A
  sesheyan has darkvision
  out to a range of 120 feet.
  Darkvision is black and
  white only, but it is other-
  wise like normal sight, and
  sesheyans can function
  with no light at all.
  Light Sensitivity (Ex):
  Abrupt exposure to bright
  light (such as sunlight) blinds
  a sesheyan for 1 round. In addi-
  tion, sesheyans take a –1 circum-
  stance penalty on all attack rolls,
  saves, and checks while
  operating in bright light.
  Control Descent (Ex): As
  long as a sesheyan is con-
  scious and able to use its wings, it
  never takes damage from a fall. Instead, it
  simply takes flight or glides safely to the
  ground. If the sesheyan cannot use its
  wings, it takes falling damage as normal.
  Technophobic (Ex): Sesheyans are
  technophobic creatures. They take a –4
  species penalty on skill checks that require an understand-
  ing of technological items, including Computer Use, Craft
  (electronic), Demolitions, Disable Device, Drive, Pilot, and
  Repair checks.
  Bonus Feat: Sesheyans gain the bonus feat Stealthy. 
  Sesheyan:CR 1/2; Medium-size monstrous humanoid; HD 1d8;
  hp 4; Mas 11; Init +1; Spd 30 ft., fly 40 ft. (good); Defense 12,
  touch 11, flat-footed 11 (+1 Dex, +1 natural); BAB +1; Grap +1; Atk
  +1 melee (1d3 nonlethal, unarmed strike) or +1 melee
  (1d6/19–20, machete) or +2 ranged (1d8, compound bow); Full
  Atk +1 melee (1d3 nonlethal, unarmed strike) or +1 melee
  (1d6/19–20, machete) or +2 ranged (1d8, compound bow); FS 5
  ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 120 feet, light sensitivity,
  control descent, technophobic; AL varies; SV Fort +0, Ref +3,
  Will +2; AP 0; Rep +0; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +7, Listen +4, Move Silently +7, Read/Write
  Sesheyan, Speak Sesheyan, Spot +4, Survival +4.
  Feats: Archaic Weapons Proficiency, Stealthy.
  Advancement: By character class.
  Sesheyan Fast Hero 2/Infiltrator 4: CR 6; Medium-size
  monstrous humanoid; HD 1d8+1 plus 2d8+2 plus 4d8+4; hp 38;
  Mas 12; Init +1; Spd 30 ft., fly 40 ft. (good); Defense 19, touch 18,
  flat-footed 18 (+1 Dex, +7 class, +1 natural); BAB +4; Grap +4; Atk
  +4 melee (1d3 nonlethal, unarmed strike) or +4 melee
  (1d6/19–20, machete) or +5 ranged (1d8, compound bow);
  Full Atk +4 melee (1d3 non-
  lethal, unarmed strike) or
  +4 melee (1d6/19–20,
  machete) or +5 ranged
  (1d8, compound bow); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ Dark-
  vision 120 feet, improved eva-
  sion, improvised implements,
  light sensitivity, control de-
  scent, sweep, technophobic; AL
  varies; SV Fort +2, Ref +9, Will +3;
  AP 3; Rep +2; Str 11, Dex 12, Con 12,
  Int 10, Wis 11, Cha 8.
  Skills: Disguise +2, Escape
  Artist +6, Hide +12, Listen +4,
  Move Silently +12, Read/Write
  Sesheyan, Search +3, Sleight of Hand
  +6, Speak Sesheyan, Spot +4,
  Survival +4, Tumble +7.
  Feats: Archaic Weapons
  Proficiency, Defensive Martial
  Arts, Nimble, Point Blank Shot,
  Precise Shot, Simple Weap-
  ons Proficiency, Stealthy.
  Talent (Fast Hero):
  Evasion.
  Advancement: By char-
  acter class.
  SEWER SLUDGE
  Often found in sewer pipes and treat-
  ment plants, sewer sludges devour
  animal and vegetable material to survive.
  Formed of untreated sewage and colonies of bacteria, sewer
  sludges should be no more animate than the contents of a
  septic tank. But although no one has yet been able prove that
  these creatures exist, waste management workers demand
  hazard pay for operating in certain areas, and the homeless no
  longer seek shelter in the mouths of storm drains.
  A sewer sludge looks like an undulating mass of raw
  sewage. Bits of metal, ceramic, and other detritus of modern
  civilization poke forth from its surface at intervals, and it
  generates an incredibly foul stench.
  A sewer sludge does not speak. It usually fights by extrud-
  ing pseudopods with which to slam its opponents.
  Species Traits
  Blindsight (Ex): A sewer sludge is blind but can ascertain
  all creatures and objects within 30 feet just as a sighted
  creature would. Beyond that range, all targets have total
  concealment with respect to the sewer sludge (see Con-
  cealment in the d20 Modern Roleplaying Game).
  Camouflage (Ex): A motionless sewer sludge looks
  like nothing more than a pile of rotting garbage. A suc-
  cessful Spot check (DC 15) is required to recognize it as
  a creature.
  Constrict (Ex): A sewer sludge deals slam damage (1d6+1
  for a typical specimen) with a successful grapple check
  against a target at least one size category smaller than itself.
  CREATURES
  Sewer Sludge
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  Disease (Ex): The touch of a sewer sludge carries typhoid
  bacillus (Fort DC 13 negates; incubation period 1d3 weeks;
  initial 1d4 Con; secondary 1d4 Con).
  Immunities (Ex): A sewer sludge is immune to electricity
  and cold damage. If a cold attack deals damage equal to or
  greater than the sewer sludge’s Constitution score, the crea-
  ture is affected as though by a slow spell.
  Improved Grab (Ex): To use this ability, the sewer sludge
  must hit an opponent at least one size category smaller
  than itself with its slam attack. If it gets a hold, it automat-
  ically deals slam damage each round that the hold is main-
  tained, and it can constrict in the same round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Ooze: A sewer sludge has the traits and immunities
  common to oozes.
  Stench (Ex): A creature within 10 feet of a sewer sludge
  must make a successful Fortitude save (DC 10 + 1/2 the
  sludge’s Hit Dice + its Constitution modifier) or be nause-
  ated. The nausea persists for as long as the creature remains
  within 10 feet of the sewer sludge. A creature that leaves
  and reenters the area must make another save.
  Sewer Sludge: CR 5; Medium-size ooze; HD 4d10+14; hp 36;
  Mas —; Init +0; Spd 20 ft.; Defense 10, touch 10, flat-footed
  10; BAB +3; Grap +4; Atk +4 melee (1d6+1 plus disease, slam);
  Full Atk +4 melee (1d6+1 plus disease, slam); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ blindsight 30 ft., disease, camouflage, con-
  strict 1d6+1, immunities, improved grab, ooze, stench (DC 13);
  AL none; SV Fort +2, Ref +1, Will –4; AP 0; Rep +0; Str 13,
  Dex 10, Con 13, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: 5–8 HD (Large); 9–12 HD (Huge).
  Advanced Sewer Sludge: CR 7; Large ooze; HD 8d10+39;
  hp 83; Mas —; Init +0; Spd 20 ft.; Defense 10, touch 8, flat-
  footed 10 (–1 size, –1 Dex, +2 natural); BAB +6; Grap +15; Atk +10
  melee (1d8+7 plus disease, slam); Full Atk +10/+5 melee (1d8+7
  plus disease, slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ blindsight
  30 ft., disease, camouflage, constrict 1d6+1, immunities,
  improved grab, ooze, stench (DC 17); AL none; SV Fort +5, Ref +1,
  Will –3; AP 0; Rep +0; Str 21, Dex 8, Con 17, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  SHARK, HUGE
  Three of the largest sharks in the world’s oceans are the
  tiger shark (Galeocerdo cuvier), the great hammerhead
  shark (Sphyrna mokarran), and the great white shark (Car-
  charodon carcharias). Still larger sharks exist (such as the
  whale shark), but these three are the most dangerous to
  humankind, relatively speaking. 
  All three of these shark species are aptly named. A great
  white shark has a white hide, and a tiger shark has a pattern
  of stripes on its skin. A hammerhead shark has protrusions
  on either side of its head, where its eyes are placed. 
  A Huge shark can digest a variety of foods, so it may try
  to swallow nearly anything that looks edible. Although its
  keen sense of smell enables a Huge shark to sense wounded
  prey from quite some distance away, its vision is less reli-
  able. Thus, it may attack what looks like a seal or a large
  tuna, but is actually a swimming or surfing human. The tiger
  shark and the great hammerhead shark are usually content
  to swim off in search of more edible prey upon discovering
  unaccustomed resistance, but the great white shark tends to
  be more persistent, perhaps attacking several more times
  before deciding it’s had enough.
  Because sharks often hunt in schools, the smell of blood
  in the water from an initial attack often drives the rest of
  the sharks into a feeding frenzy. Each feels obliged by mil-
  lennia of genetic conditioning to attack the source of the
  blood, and they continue attacking until they lose the
  scent. By that time, the target is usually quite dead.
  Tiger sharks range throughout the Atlantic, Pacific, and
  Indian Oceans, in tropical and subtropical seas. They occupy
  deeper waters during the day and move closer inland at
  night. Great hammerheads dwell in shallow, tropical reefs at
  moderate depths offshore, but they occasionally venture
  into water less than 3 feet deep. Great white sharks are
  found near temperate coastlines all over the world.
  Species Traits
  Keen Scent (Ex): A Huge shark notices creatures by scent
  in a 180-foot radius. It can detect blood in the water at a
  range of up to 1 mile.
  Wavesense (Ex): A shark can automatically sense the
  location of any object or creature within 80 feet that is in
  contact with the water.
  Shark, Huge: CR 5; Huge animal; HD 10d8+20; hp 65; Mas 15;
  Init +2; Spd swim 40 ft.; Defense 15, touch 10, flat-footed 13
  (–2 size, +2 Dex, +5 natural); BAB +7; Grap +20; Atk +10 melee
  (2d6+7, bite); Full Atk +10/+5 melee (2d6+7, bite); FS 15 ft. by
  15 ft.; Reach 10 ft.; SQ keen scent, wavesense; AL none; SV
  Fort +9, Ref +9, Will +4; AP 0; Rep +0; Str 21, Dex 15, Con 15,
  Int 1, Wis 12, Cha 2.
  Skills: Listen +7, Spot +7.
  Feats: None.
  Advancement: 11–17 HD (Huge).
  SKIN FEASTER
  A skin feaster is the animated corpse of a person who has
  died from some terrible trauma to the skin—burns, leprosy,
  necrotizing faciitis, or some other similar affliction. Twisted
  and angered by such an ignoble death, the creature seeks to
  regain what it has lost—its skin. 
  In its normal form, a skin feaster looks like a human com-
  pletely stripped of skin. The muscles, sinews, cartilage, and
  other tissues that normally lie directly beneath the skin are
  visible and intact. No rotting is evident, but the creature’s
  body constantly oozes a transparent liquid that reeks of
  death and decay. A skin feaster’s eyes have no eyelids, and
  the creature’s unblinking stare is unnerving at best.
  To regain a semblance of its former self, a skin feaster
  must seek out living beings and consume their flesh. This
  horrid act temporarily restores the creature’s appearance to
  its original state, before the affliction. With a fresh skin, a
  CREATURES
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  skin feaster may try to return to its “normal” life, much to
  the horror of friends and family who believed their loved
  one dead and buried. The skin feaster’s hunger for flesh is
  temporarily suppressed while its new skin is in place, but
  the transformation lasts for only a few days. Once its new
  skin falls off, the lust for flesh returns with a vengeance, and
  the skin feaster must seek out new victims.
  A skin feaster fights with its claws or with manufactured
  weapons. It uses its necrotizing touch attack to remove the
  skin and flesh from its victims.
  Species Traits
  Automatic Languages: A skin feaster can read, write,
  and speak any one language that it could in life.
  Bonus Feat: A skin feaster gains Simple Weapons Profi-
  ciency as a bonus feat.
  Flesh Weakness (Ex): A skin feaster that successfully
  deals damage to an opponent with its necrotizing touch
  attack must spend its next turn devouring the flesh that has
  fallen from that opponent’s body. It takes no other actions
  during this time but can defend itself normally. It can con-
  sume an amount of flesh equivalent to 3 points of Consti-
  tution damage (or drain; see below) per round.
  Necrotizing Touch (Su): With a successful melee touch
  attack, the skin feaster causes lumps of
  flesh to fall from the target’s body,
  dealing 1d3 points of Constitution
  damage; a successful Fortitude
  save negates (DC 10 + 1/2 the
  skin feaster’s Hit Dice + its
  Charisma modifier). On a failed
  save, the target must attempt a second Fortitude save at the
  same DC. Failure indicates that 1 point of the Constitution
  damage already taken becomes Constitution drain instead.
  Skin Regrowth (Su): If a skin feaster manages to eat an
  amount of flesh equivalent to 6 points of Constitution
  damage (or drain; see above) in any 24-hour period, it begins
  to regrow its skin. This process requires 1d6 hours. For the
  next 1d3 days thereafter, the skin feaster appears just as it
  did before its death, excluding scars, moles, or other minor
  skin imperfections. Only the creature’s appearance
  changes—it is still an undead with all of its usual species
  traits except the flesh weakness, which is not active while
  the skin feaster wears its new skin. Once this period is over,
  the skin feaster’s regrown skin sloughs off, restoring it to its
  usual appearance and reactivating its flesh weakness.
  Undead: Skin feasters have the traits and immunities
  common to undead.
  Skin Feaster: CR 3; Medium-size undead; HD 4d12; hp 26;
  Mas —; Init +3; Spd 30 ft.; Defense 16, touch 13, flat-footed
  13 (+3 Dex, +3 natural); BAB +2; Grap +2; Atk +2 melee (1d4,
  claw); Full Atk +2 melee (1d4, claw) or +5 ranged; FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ flesh weakness, necrotizing touch
  (DC 13), skin regrowth, undead; AL evil; SV Fort +1, Ref +4,
  Will +6; AP 0; Rep +0; Str 10, Dex 16, Con —, Int 6, Wis 15,
  Cha 12.
  Skills: Climb +6, Jump +6, Listen +8, Read/Write Lan-
  guage (any one), Speak Language (any one), Spot +8.
  Feats: Simple Weapons Proficiency.
  Advancement: 5–8 HD (Medium-size); 9–15 HD (Large).
  Advanced Skin Feaster: CR 5; Large undead; HD 9d12; hp
  58; Mas —; Init +2; Spd 30 ft.; Defense 16, touch 11, flat-
  footed 14 (–1 size, +2 Dex, +5 natural); BAB +4; Grap +12; Atk
  +7 melee (1d6+6, claw); Full Atk +7 melee (1d6+6, claw) or +5
  ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ flesh weakness,
  necrotizing touch (DC 15), skin regrowth, undead; AL evil; SV
  Fort +3, Ref +5, Will +8; AP 0; Rep +0; Str 18, Dex 14, Con —,
  Int 6, Wis 15, Cha 12.
  Skills: Climb +9, Jump +9, Listen +10, Read/Write (any
  one), Speak (any one), Spot +10.
  Feats: Agile Riposte, Dodge, Simple Weapons
  Proficiency.
  SNAKE, COBRA
  The family of snakes known as cobras includes the
  king cobra (Ophiophagus hannah), the spitting
  cobra (Naja nigricollis), and the black mamba (Den-
  droaspis polylepis). Cobra attacks kill numerous
  people every year in the Phillipines, Malaysia, southern
  China, India, Thailand, Myanmar, and the Malay Peninsula.
  Cobra venom contains a powerful neurotoxin, which is
  often fatal within minutes of the initial bite.
  A typical cobra measures about 12 feet long, but some
  have been known to grow to as much as 18 feet long.
  The black mamba has a narrow head and large
  eyes, while the king cobra and spitting cobra are
  known for their flared hoods, which they display
  only when they feel threatened or angry.
  FI
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  Cobras are primarily ground hunters; they only rarely find
  occasion to climb into trees. They usually eat other snakes,
  although they frequently attack larger creatures that ven-
  ture too near. 
  The spitting cobra ranges from southern Egypt to South
  Africa. It is so named because it can also spray its venom,
  causing temporary blindness if it strikes the target in the
  eyes, and agonizing pain regardless of where it hits. The
  black mamba, found in tropical areas of Africa, is known for
  its speed. Although most mambas dwell in trees, the black
  mamba, like the king cobra, hunts on the ground.
  Species Traits
  Bonus Feat: Cobras gain Weapon Finesse (bite) as a
  bonus feat.
  Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the
  cobra’s Hit Dice + its Constitution modifier; 1d4 Str, 1d4
  Dex/1d4 Str, 1d4 Dex.
  Poison Spray (Ex): At will as a ranged touch attack, a
  spitting cobra can spray its venom at a target up to 10 feet
  away. When used in this manner, the spitting cobra’s venom
  acts as a contact poison. The target must succeed on a For-
  titude save (DC 10 + 1/2 the cobra’s Hit Dice + its Constitu-
  tion modifier) or be blinded and nauseated for 1 minute. A
  second Fortitude save must be made 1 minute later to
  negate the venom’s secondary damage (same as the initial
  damage). Eye protection, such as goggles or a full-face visor,
  negates the blindness effect.
  Scent (Ex): This ability allows a cobra to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Skill Bonuses: A cobra receives a +8 species bonus on
  Move Silently checks and a +4 species bonus on Hide,
  Listen, and Spot checks. It applies either its Strength or its
  Dexterity modifier, whichever is higher, to Climb checks.
  Snake, Cobra: CR 2; Medium-size animal; HD 3d8; hp 13;
  Mas 11; Init +3; Spd 20 ft. (30 ft. for the black mamba), climb
  5 ft.; Defense 14, touch 12, flat-footed 11 (–1 size, +3 Dex, +2
  natural); BAB +2; Grap +2; Atk +5 melee (1d4 plus poison,
  bite); Full Atk +5 melee (1d4 plus poison, bite); FS 5 ft. by 5 ft.
  (coiled); Reach 5 ft.; SQ poison (DC 11), poison spray (DC 11;
  spitting cobra only), scent; AL none; SV Fort +3, Ref +6,
  Will +2; AP 0; Rep +0; Str 10, Dex 17, Con 11, Int 1, Wis 12,
  Cha 2.
  Skills: Climb +11, Hide +10, Listen +9, Move Silently +11,
  Spot +9.
  Feats: Weapon Finesse (bite).
  Advancement: None.
  SNAKE, HOOP
  In the American Southwest, cowboys, explorers, and the
  native population have been telling stories about the hoop
  snake for centuries. Native Americans have long considered
  spotting this creature to be a bad omen—so bad, in fact,
  that most people who admit to having seen one are
  shunned. Whether the hoop snake is a natural creature, a
  throwback to a creature from an earlier time, or the result of
  some scientific experiment or strange magic, no one knows.
  A hoop snake resembles an ordinary snake except that it
  has a head at either end of its body. It measures some 6 feet
  long and weighs about 75 pounds. Its sinuous body is cov-
  ered with scales in any of several bright, vibrant colors, and
  each head is a different hue than the other.
  A hoop snake gets its name from its unusual method of
  locomotion—it moves across the dusty plain by grasping its
  tail in its mouth and rolling along like a wheel. This tech-
  nique allows it to move with remarkable speed and catch
  most prey with ease. The hoop snake’s bite is no less deadly
  than that of a rattlesnake, but because it can attack with
  both heads at the same time, it can easily overcome the
  toughest animals, including bison, horses, and humans.
  Unlike other snakes, the hoop snake cannot swim, so it
  avoids large bodies of water. However, given a straight path
  of sufficient length, a hoop snake can “run” across a small
  body of water to surprise prey.
  In combat, the hoop snake combines the deadliest traits
  of both constrictors and vipers. It can both constrict its prey
  in its powerful coils and inject a deadly poison with its bite.
  Irritable and twitchy, it attacks with little or no provocation. 
  Species Traits
  Constrict (Ex): A hoop snake deals bludgeoning damage
  with a successful grapple check against a target its own size
  category or smaller. The damage equals 1d6 + the snake’s
  Strength modifier.
  Improved Grab (Ex): To use this ability, the hoop snake
  must hit an opponent at least one size category smaller
  than itself with its bite attack. If it gets a hold, it automati-
  cally deals bite damage each round that the hold is main-
  tained, and it can constrict in the same round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the
  snake’s Hit Dice + its Constitution modifier.
  Scent (Ex): This ability allows a hoop snake to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for details.
  Skill Bonuses: A hoop snake receives a +8 species bonus
  on Balance checks and a +4 species bonus on Hide, Listen,
  and Spot checks. It applies its Dexterity modifier instead of
  its Strength modifier to Climb checks.
  Hoop Snake: CR 2; Medium-size animal; HD 3d8+3; hp 16;
  Mas 13; Init +5; Spd 40 ft.; Defense 16, touch 14, flat-footed 12
  (+4 Dex, +2 natural); BAB +2; Grap +5; Atk +5 melee (1d6+3
  plus poison, bite); Full Atk +5 melee (1d6+3 plus poison, 2
  bites); FS 5 ft. by 5 ft. (coiled); Reach 5 ft.; SQ constrict 1d6+3,
  improved grab, poison (DC 12), scent; AL none; SV Fort +4,
  Ref +8, Will +2; AP 0; Rep +0; Str 17, Dex 20, Con 13, Int 2,
  Wis 12, Cha 2.
  Skills: Balance +7, Climb +8, Hide +8, Listen +4, Spot +4.
  Feats: None.
  Advancement: 4–5 HD (Medium-size); 6–12 HD (Large).
  CREATURES
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  Advanced Hoop Snake: CR 4; Large animal; HD 7d8+21;
  hp 52; Mas 17; Init +4; Spd 40 ft.; Defense 17, touch 13, flat-
  footed 13 (–1 size, +4 Dex, +4 natural); BAB +5; Grap +16;
  Atk +11 melee (1d8+7 plus poison, bite); Full Atk +11 melee
  (1d8+7 plus poison, 2 bites); FS 10 ft. by 10 ft. (coiled); Reach
  10 ft.; SQ constrict 1d6+7, improved grab, poison (DC 16),
  scent; AL none; SV Fort +8, Ref +9, Will +3; AP 0; Rep +0;
  Str 25, Dex 18, Con 17, Int 2, Wis 12, Cha 2.
  Skills: Balance +6, Climb +12, Hide +3, Listen +4, Spot +4.
  Feats: None.
  STAR DOPPELGANGER
  A horror from the darkest depths of space, the star doppel-
  ganger has only one purpose: to convert the creatures of
  the world to its own mutable image. 
  In its natural form, a star doppelganger is a hideous
  conglomeration of all the creatures it has mimicked over
  the ages. An individual’s body may exhibit any combina-
  tion of features, including fish fins, crab claws, spider legs,
  shark jaws, bear teeth, a human face, tentacles, and less
  recognizable appendages of various alien beings. Its entire
  form is awash with blood, slime, and stinking ichor of
  unknown origin. If a star doppelganger once had a shape
  of its own, that shape has long ago become indistinguish-
  able in the roiling mass of flesh and putrescence that
  makes up its current form.
  This terror from beyond the stars earned its moniker
  shortly after its discovery in Antarctica by a joint German
  and American scientific team. Sent there in 1993 to study
  climate change in the Antarctic by taking ice cores, the
  team was startled to find bits of manufactured ceramic and
  metal in its deep core samples. The level at which these
  materials were found in the ice would make them more
  than 10,000 years old. The scientists radioed their home
  base to report the strange discovery. A day later, they
  radioed again, claiming that they were under attack by
  creatures they had pulled from beneath the ice that could
  take anyone’s form. The radio transmission then ended
  abruptly. Three days later, the camp radioed that every-
  thing was fine but that a member of the camp had gone
  mad and needed medical attention. When the rescue team
  arrived, the camp was almost impossible to find. Most of it
  lay buried under snow from a freak storm, and what wasn’t
  buried had been destroyed. No creature, living or dead,
  could be found, except for a shivering husky that the
  rescue team named James.
  Rescuing James was a mistake that cost the lives of
  everyone on the rescue team and on the SS Jacobs, the ice-
  breaker on which the rescuers had arrived. The SS Jacobs
  was later found unmanned and adrift, showing evidence of
  much violence but containing no bodies. All the information
  now known about star doppelgangers comes from frantic
  audio tape diaries discovered by the rescue team aboard the
  derelict vessel. 
  Those who believe what the tapes say are afraid for the
  human race—and indeed, for all creatures of Earth. The sci-
  entists who made the tapes claimed that star doppel-
  gangers were alien invaders that reproduced by converting
  living creatures into their own kind. As if that thought
  weren’t disturbing enough, some of the scientists also
  worried that star doppelgangers might be a kind of
  plague, sent to Earth by even more advanced aliens to
  remove the indigenous life forms before the true invasion
  of Earth begins.
  In combat, a star doppelganger in its normal form fights
  with teeth, claws, horns, and fists. When disguised as
  another creature, it can use any natural or manufactured
  weapon that the original creature could use.
  Species Traits
  Absorb (Ex): As a full-round action, a star doppelganger
  can absorb the body (but not the equipment) of any crea-
  ture to which it has successfully transferred its flesh (see
  Flesh Transfer, below). The star doppelganger gains a size
  category whenever it has absorbed creatures whose com-
  bined size categories equal its own, according to the fol-
  lowing equivalencies: Four Tiny creatures equal a Small
  creature, four Small creatures equal a Medium-size creature,
  and four Medium-size creatures equal a Large creature.
  Thus, a Huge star doppelganger could have resulted from a
  Large star doppelganger absorbing one Large creature, four
  Medium-size creatures, or any mix of sizes that equals
  Large. The star doppelganger’s statistics remain the same
  after absorption unless it gains a size category (see
  Advancement on pages 229–230 of the d20 Modern Role-
  playing Game). Any hit point or ability damage that the
  star doppelganger has taken before absorbing its prey still
  applies to its new statistics. A star doppelganger cannot
  absorb a creature larger than itself, nor can it absorb
  another star doppelganger.
  Alien Physiology (Ex): A star doppelganger does not
  need to eat or sleep the way a normal creature does. It
  cannot starve or become fatigued. A star doppelganger is
  not subject to death from massive damage or critical hits.
  Cold Resistance 10 (Ex): A star doppelganger ignores the
  first 10 points of cold damage from any single attack.
  Convert (Ex): If desired, a star doppelganger can con-
  vert any creature to which it has successfully transferred
  its flesh (see Flesh Transfer, below) into a new star dop-
  pelganger as a full-round action. A converted creature
  becomes in all ways a star doppelganger of the appropri-
  ate size category, losing all its own ability scores, Hit Dice,
  class levels, skills, feats, species traits, and allegiances and
  replacing them with those of a star doppelganger. A crea-
  ture with less than 1 Hit Die or more than 16 Hit Dice
  cannot be converted.
  Flesh Transfer (Ex): A star doppelganger can transfer its
  own flesh to a helpless living creature or a living creature
  that it has pinned in a grapple for 3 consecutive rounds. As
  an attack action, the star doppelganger sloughs flesh from
  its own body onto the helpless or pinned foe, thereby trans-
  forming the latter’s body into star doppelganger flesh. The
  opponent may attempt a Fortitude save (DC 10 + 1/2 star
  doppelganger’s Hit Dice + its Constitution modifier) to
  resist. Success indicates that the star doppelganger has
  failed to transfer its flesh to the opponent, but it can
  attempt to do so again using another attack action assum-
  ing that the proper conditions are still in place. Failure indi-
  cates that the flesh transfer was successful and the
  CREATURES
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  opponent’s body has begun to transform into star dop-
  pelganger flesh. The opponent is then helpless for the
  remainder of the process. 
  The star doppelganger must stay in physical contact
  with the target for 1d4 additional rounds before the
  transfer is complete. At that point, the opponent can be
  either absorbed by the star doppelganger or converted
  into a new star doppelganger (see Absorb and Convert,
  above), at the attacker’s option. If the star doppel-
  ganger is physically separated from the opponent or
  killed before the flesh transfer is complete, the oppo-
  nent takes 1d4 points of Constitution drain and remains
  helpless for 2d4 rounds. 
  An opponent smaller than Tiny or larger than Large
  cannot be either absorbed or converted. If the opponent
  cannot be either absorbed, and a creature with less than 1
  Hit Die or more than 16 Hit Dice cannot be converted, it
  simply becomes a dead star doppelganger when the process
  is complete.
  Fear Aura (Su): Any creature within 60 feet of a star
  doppelganger in its normal form must succeed on a Will
  saving throw (DC 10 + 1/2 star doppelganger’s Hit Dice +
  its Charisma modifier) or be stunned for 1d4
  rounds by its hideous appearance and other-
  worldly appendages. An opponent that cannot
  see the star doppelganger is immune to this effect.
  Whether or not the save is successful, the creature
  cannot be affected again by that star doppel-
  ganger’s fear aura for 24 hours. 
  Hive Mind (Su): All star doppelgangers
  within 200 feet of one another are in constant
  mental communication. If one is aware of a
  particular threat, they all are. If one star
  doppelganger in a particular group is not
  flat-footed, none of them are. No star
  doppelganger in such a group is considered
  flanked unless they all are.
  Immunities (Ex): Because a star doppelganger
  does not need to breathe, it is immune to suf-
  focation, inhaled poisons, and other detri-
  mental atmospheric effects. If it has assumed
  a form that normally breathes, it does so to
  look natural, but its immunities still apply.
  Mimic (Ex): A star doppelganger can perfectly
  mimic any creature that it has absorbed within the
  past hour. Changing its form to match that of the
  absorbed creature is a full-round action that pro-
  vokes attacks of opportunity. The star doppel-
  ganger retains its own Hit Dice, hit points,
  species traits, desires, and allegiances, but
  replaces its own ability scores with those of the
  absorbed creature. It also gains access to all the
  absorbed creature’s natural weapons, attack
  bonuses, skills, ability scores, feats, memories,
  and even spells yet to be cast. All of these abili-
  ties function at the effective Hit Dice or level of
  the absorbed creature. The star doppelganger
  functions in all ways as the creature did just
  before the absorption.
  JW
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  90
  The star doppelganger must be of the same size category
  as the creature it chooses to mimic, so it may need to split
  or absorb creatures until its size is correct. It must acquire
  the equipment of the absorbed individual to complete the
  ruse properly. A star doppelganger may mimic a particular
  creature only once, and it can stay in that form for no longer
  than 24 hours. Thereafter, it automatically reverts to its star
  doppelganger form, losing all the knowledge, skills, feats,
  and abilities that the mimicked form provided. It does
  retain the memories of its actions while in the mimicked
  form and any information it gained during that time.
  Hit point and ability damage or drain taken in the mim-
  icked form is healed upon reversion to its original form, but
  a star doppelganger that is killed in a mimicked form
  remains dead. Any magical effects that were operating on
  the star doppelganger in its mimicked form end upon rever-
  sion. Most star doppelgangers try to return to their normal
  forms when their mimicked forms have lost half their hit
  points to damage.
  Regeneration 5 (Ex): A star doppelganger regenerates 5
  points of damage each round but cannot regenerate fire,
  acid, or electricity damage. If a star doppelganger loses a
  limb or body part, the lost portion regrows in 3d6 minutes.
  The creature can reattach the severed member instantly by
  holding it to the stump.
  Split (Ex): If a star doppelganger wants to escape bonds,
  or enter an area of smaller confines than its current size
  would permit, or diminish its size to mimic a creature it has
  absorbed, it can split off part of its body at will. Splitting is
  a full-round action that provokes attacks of opportunity.
  The detached portion is a new star doppelganger of a size
  category smaller than the original, with the normal statistics
  for a star doppelganger of its size category. (Use the size
  equivalencies given in the Absorb ability, above, to deter-
  mine the results of splits.) Any damage or other negative
  effects previously suffered stay with the larger portion, or
  are randomly assigned to one portion if both are the same
  size category. Neither portion of the split doppelganger
  can be smaller than Tiny. Once it has split apart, the star
  doppelganger cannot rejoin its parts; they are forever
  separate creatures. A star doppelganger can initiate a split
  at any point on its body—a fact that makes binding one
  nearly impossible.
  Species Bonuses: Because of its near-perfect mimicry
  ability, a star doppelganger gains a +30 circumstance bonus
  on Disguise checks and a +10 circumstance bonus on Bluff
  checks when acting as the creature it is mimicking. These
  bonuses are not accounted for in the statistics blocks below.
  Tiny Star Doppelganger: CR 1/2; Tiny aberration; HD 1d8;
  hp 4; Mas —; Init +1; Spd 30 ft., burrow 20 ft. climb 20 ft.,
  swim 20 ft.; Defense 17, touch 13, flat-footed 16 (+2 size, +1
  Dex, +4 natural); BAB +0; Grap –8; Atk +2 melee (1d4, bite);
  Full Atk +2 melee (1d4, bite) and –3 melee (1d3, gore) and –3
  melee (1d2, claw) and –3 melee (1, slam); FS 2 1/2 ft. by
  2 1/2 ft.; Reach 0 ft; SQ absorb, alien physiology, cold resist-
  ance 10, convert, darkvision 60 ft., fear aura (DC 10), flesh
  transfer (DC 10), hive mind, immunities, mimic, regeneration
  5, split; AL evil; SV Fort +0, Ref +1, Will +4; AP 0; Rep +0;
  Str 10, Dex 12, Con 10, Int 16, Wis 15, Cha 10.
  Skills: Climb +12, Craft (electronic) +9, Craft (mechanical)
  +9, Drive +5, Hide +11, Listen +8, Move Silently +11, Pilot +5,
  Spot +8, Swim +12.
  Feats: Alertness, Athletic, Builder, Simple Weapons
  Proficiency.
  Advancement: 2 HD (Small); 3–4 HD (Medium-size); 5–8
  HD (Large); 9–16 HD (Huge).
  Small Star Doppelganger: CR 2; Small aberration; HD 2d8;
  hp 9; Mas —; Init +0; Spd 30 ft., burrow 20 ft. climb 20 ft.,
  swim 20 ft.; Defense 15, touch 11, flat-footed 15 (+1 size, +4
  natural); BAB +1; Grap –2; Atk +4 melee (1d6+2, bite); Full Atk
  +4 melee (1d6+2, bite) and –1 melee (1d4+1, gore) and –1
  melee (1d3+1, claw) and –1 melee (1d2+1, slam); FS 5 ft. by
  5 ft.; Reach 5 ft; SQ absorb, alien physiology, cold resistance
  10, convert, darkvision 60 ft., fear aura (DC 11), flesh transfer
  (DC 11), hive mind, immunities, mimic, regeneration 5, split;
  AL evil; SV Fort +0, Ref +0, Will +5; AP 0; Rep +0; Str 14,
  Dex 10, Con 10, Int 16, Wis 15, Cha 10.
  Skills: Climb +14, Craft (electronic) +9, Craft (mechanical)
  +9, Drive +4, Listen +8, Hide + 7, Move Silently +7, Pilot +4,
  Spot +8, Swim +14.
  Feats: Alertness, Athletic, Builder, Simple Weapons
  Proficiency.
  Advancement: 3–4 HD (Medium-size); 5–8 HD (Large);
  9–16 HD (Huge).
  Medium-Size Star Doppelganger: CR 3; Medium-size
  aberration; HD 4d8+4; hp 22; Mas —; Init –1; Spd 30 ft.,
  burrow 20 ft. climb 20 ft., swim 20 ft.; Defense 13, touch 9,
  flat-footed 14 (–1 Dex, +4 natural); BAB +3; Grap +7; Atk +7
  melee (2d4+4, bite); Full Atk +7 melee (2d4+4, bite) and +2
  melee (1d6+3, gore) and +2 melee (1d4+2, claw) and +2 melee
  (1d3+2, slam); FS 5 ft. by 5 ft.; Reach 5 ft; SQ absorb, alien
  physiology, cold resistance 10, convert, darkvision 60 ft., fear
  aura (DC 12), flesh transfer (DC 13), hive mind, immunities,
  mimic, regeneration 5, split; AL evil; SV Fort +2, Ref +0,
  Will +6; AP 0; Rep +0; Str 18, Dex 8, Con 12, Int 16, Wis 15,
  Cha 10.
  Skills: Climb +17, Craft (electronic) +9, Craft (mechanical)
  +9, Drive +3, Listen +8, Hide +3, Move Silently +3, Pilot +3,
  Spot +8, Swim +17.
  Feats: Alertness, Athletic, Builder, Simple Weapons
  Proficiency.
  Advancement: 5–8 HD (Large); 9–16 HD (Huge).
  Large Star Doppelganger: CR 7; Large aberration; HD
  8d8+24; hp 60; Mas —; Init –2; Spd 30 ft., burrow 20 ft. climb
  20 ft., swim 20 ft.; Defense 13, touch 7, flat-footed 13 (–1 size,
  –2 Dex, +6 natural); BAB +6; Grap +18; Atk +13 melee (2d6+8,
  bite); Full Atk +13 melee (2d6+8, bite) and +8 melee (1d8+4,
  gore) and +8 melee (1d6+4, claw) and +8 melee (1d4+4, slam);
  FS 10 ft. by 10 ft.; Reach 10 ft; SQ absorb, alien physiology,
  cold resistance 10, convert, darkvision 60 ft., fear aura
  (DC 14), flesh transfer (DC 17), hive mind, immunities, mimic,
  regeneration 5, split; AL evil; SV Fort +5, Ref +0, Will +8; AP 0;
  Rep +0; Str 26, Dex 6, Con 16, Int 16, Wis 15, Cha 10.
  Skills: Climb +23, Craft (electronic) +9, Craft (mechanical)
  +9, Drive +2, Listen +8, Hide –1, Move Silently –1, Pilot +2,
  Spot +8, Swim +23.
  CREATURES
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  91
  Feats: Alertness, Athletic, Builder, Power Attack, Simple
  Weapons Proficiency.
  Advancement: 9–16 HD (Huge).
  Huge Star Doppelganger: CR 10; Huge aberration; HD
  16d8+80; hp 152; Mas —; Init –3; Spd 30 ft., burrow 20 ft.
  climb 20 ft., swim 20 ft.; Defense 14, touch 5, flat-footed 14
  (–2 size, –3 Dex, +9 natural); BAB +12; Grap +32; Atk +22
  melee (2d8+12, bite); Full Atk +22 melee (2d8+12, bite) and
  +17 melee (2d6+6, gore) and +17 melee (2d4+6, claw) and +17
  melee (1d6+6, slam); FS 15 ft. by 15 ft.; Reach 10 ft; SQ absorb,
  alien physiology, cold resistance 10, convert, darkvision
  60 ft., fear aura (DC 18), flesh transfer (DC 23), hive mind,
  immunities, mimic, regeneration 5, split; AL evil; SV Fort +10,
  Ref +2, Will +12; AP 0; Rep +0; Str 34, Dex 4, Con 20, Int 16,
  Wis 15, Cha 10.
  Skills: Climb +30, Craft (electronic) +9, Craft (mechanical)
  +9, Drive +1, Listen +8, Hide –3, Move Silently –3, Pilot +1,
  Spot +8, Swim +30.
  Feats: Alertness, Athletic, Builder, Cleave, Great Cleave,
  Power Attack, Simple Weapons Proficiency.
  Advancement: None.
  THOUGHT EATER
  As the number of humans with psychic powers increases, so
  too does the frequency of encounters with strange beings
  that are drawn to such powers. Scientists and mystics alike
  are at a loss to explain the origin of the odd creatures
  known as thought eaters—some believe they are the mani-
  festations of cravings for power, while others maintain that
  they are extradimensional creatures summoned to our
  world by psychic energy. Whatever the truth may be,
  thought eaters have become a serious threat to emerging
  psychics, as well as to ordinary people who are unfortunate
  enough to cross their paths.
  A thought eater is a 3-foot-long creature with flesh of
  wispy protomatter, through which its skeleton is visible. It
  has the body shape of a predatory feline and the skull and
  claws of a cruel bird of prey. 
  This nightmarish creature subsists on the mental energy
  of its victims. It is particularly drawn to individuals who
  possess psychic power, and it preys on them in preference
  to all other creatures. The thought eater’s appetite is
  insatiable, and it must usually hunt down at least two to
  three victims per day to survive. Although it typically hunts
  alone, packs of these creatures have been known to prowl
  through crowded cities in search of easy prey. Because of
  this increasing threat, individuals and organizations that
  boast psychic power do everything possible to hunt down
  and eradicate thought eaters whenever and wherever
  they appear.
  Thought eaters do not speak, but they occasionally
  release bursts of psychic energy that can best be interpreted
  as feral cries of hunger and maliciousness.
  Species Traits
  Bonus Feat: A thought eater gains Improved Initiative as
  a bonus feat.
  Dimensional Jaunt (Su): At will, a thought eater can
  shift from a different plane of existence into the normal
  world as part of any move action and shift back again as a
  free action. During this jaunt, the thought eater is incorpo-
  real. In this state, a thought eater has no physical form and
  can be harmed only by other incorporeal creatures, +1 or
  better magic weapons, or magic, though it has a 50% chance
  to ignore any damage from a corporeal source. The thought
  eater can pass through solid objects at will, and its own
  attacks pass through armor. It moves in complete silence
  and cannot be heard at all.
  Eat Thoughts (Su): A thought eater can drain the
  thoughts of a living being with a successful melee touch
  attack. Against an opponent with psionics, this ability drains
  6 power points from the victim. (If the victim has fewer than
  6 power points, the thought eater gains all the remaining
  power points that the opponent possesses). Against a nonp-
  sionic creature, this attack deals 1 point of Intelligence
  damage, which provides the thought eater with nourish-
  ment equivalent to 6 power points. A thought eater requires
  the equivalent of 10 power points per day to survive, but it
  happily gorges itself whenever the opportunity presents
  itself. Power points consumed in excess of its minimum
  daily requirement do not count against the next day’s
  requirement.
  Psionics (Sp): At will—daze, detect psionics, distract,
  verve. Manifester level 10th; save DC 10 + thought eater’s
  key ability modifier + power level.
  Thought Eater: CR 2; Small aberration; HD 3d8+3; hp 16;
  Mas 11; Init +8; Spd 40 ft.; Defense 17, touch 15, flat-footed 13
  (+1 size, +4 Dex, +2 natural); BAB +2; Grap –2; Atk +3 melee
  touch (6 power points or 1 Int, touch); Full Atk +3 melee
  touch (6 power points or 1 Int, touch); SQ dimensional jaunt,
  eat thoughts, psionics; FS 5 ft. by 5 ft.; Reach 5 ft.; AL none;
  SV Fort +1, Ref +5, Will +4; AP 0; Rep +0; Str 11, Dex 18, Con 11,
  Int 7, Wis 12, Cha 10.
  Skills: Hide +14, Listen +7, Spot +7.
  Feats: Improved Initiative.
  Advancement: 4–6 HD (Small).
  THUNDERBIRD
  The thunderbird is a majestic and terrifying creature that
  usually appears in the roiling clouds of thunderstorms. It is
  often seen gliding and diving among the blasts of lightning,
  and its devastating shriek sounds like booming thunder.
  Among certain Native American tribes, spotting a thunder-
  bird has always been considered a powerful omen for either
  good or ill. Because of the bird’s capricious and dangerous
  nature, sacrifices of food, treasured objects, and the lives of
  young warriors and maidens were traditionally offered to
  placate it.
  The thunderbird appears as an enormous raptor with
  blazing, electric-blue eyes. Its feathers are a mix of dark gray
  and snowy white, resembling the clouds of a thunderstorm.
  Its wings periodically shed wisps of fog and arcs of electric-
  ity that become more abundant when it is angered or
  excited. The thunderbird measures 30 feet from beak to tail,
  and its wingspan can reach 120 feet.
  CREATURES
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  92
  In modern times, thunderbird sightings have become
  increasingly rare. The birds spend the majority of their time
  high in the clouds or roosting on lonely mountaintops. With
  the encroachment of humans and modern technology on
  the wilderness, thunderbirds usually try to stay hidden, but
  they occasionally clash with the odd big-game hunter or
  low-flying plane. The dwindling stocks of native game have
  forced thunderbirds to prey upon cattle and other domes-
  tic livestock, which they prefer to seize during storms. 
  Because it is intelligent, the thunderbird sometimes allies
  with (or demands subservience from) isolated mountain
  communities. In either case, the inhabitants typically revere
  the thunderbird as either a god or a force of nature. Such
  thunderbirds demand the occasional sacrifice, resulting in
  the disappearance of young people or outside visitors who
  ask too many questions.
  Species Traits
  Automatic Language: A thunderbird can speak Auran
  (the language of avian creatures).
  Breath Weapon (Su): Every 1d4 rounds, a thunderbird
  can breathe a 60-foot-long cone of sonic energy as an
  attack action. Any creature in the cone takes 1d10 points of
  sonic damage per 2 Hit Dice of the thunderbird (8d10 for the
  typical adult specimen). A suc-
  cessful Reflex save (DC 10 +
  1/2 the thunderbird’s Hit Dice + its Constitution modifier)
  halves the damage.
  Fear Aura (Su): Any creature within 60 feet of a thun-
  derbird must succeed on a Will save (DC 10 + 1/2 the thun-
  derbird’s Hit Dice + its Charisma modifier) or be shaken for
  1d4 rounds. Whether or not the save is successful, that crea-
  ture cannot be affected again by that thunderbird’s fear aura
  for 24 hours.
  Improved Grab (Ex): To use this ability, the thunder-
  bird must hit a single opponent at least two size cate-
  gories smaller than itself with both claw attacks in the same
  round. If it gets a hold, it automatically deals damage for
  two claw attacks and a bite attack each round that the
  hold is maintained. See Special Qualities in Chapter Eight:
  Friends and Foes in the d20 Modern Roleplaying Game
  for more information.
  Immunities (Ex): Thunderbirds are immune to electricity
  and sonic damage.
  Thunderbird (Chick): CR 3; Medium-size magical beast; HD
  5d10+5; hp 32; Mas 12; Init +2; Spd 20 ft., 50 ft. (average);
  Defense 21, touch 12, flat-footed 19 (+2 Dex, +9 natural);
  BAB +5; Grap +5; Atk +6 melee (1d6, bite); Full Atk +6 melee
  (1d6, bite) and +1 melee (1d4, 2 claws); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ breath weapon (2d10; DC 13), darkvision 60 ft., fear
  aura (DC 13), improved grab, immunities, low-light vision; AL
  chaos; SV Fort +5, Ref +6, Will +2; AP 0; Rep +0; Str 10,
  Dex 14, Con 12, Int 8, Wis 13, Cha 12.
  Skills: Hide +6, Intimidate +5, Listen +5,
  Move Silently +6, Speak Auran, Spot +5.
  Feats: Weapon Focus (bite).
  Advancement: 6–7 HD (Medium-size);
  8–15 HD (Large); 16–25 HD (Huge).
  Thunderbird (Adult): CR 14; Huge magical
  beast; HD 16d10+80; hp 168; Mas 20; Init +0;
  Spd 30 ft., fly 100 ft. (average); Defense 22,
  touch 8, flat-footed 22 (–2 size, +14 natural);
  BAB +16; Grap +32; Atk +23 melee (2d6+8,
  bite); Full Atk +23 melee (2d6+8, bite) and
  +21 melee (2d4+4, 2 claws); FS 15 ft.
  by 15 ft.; Reach 10 ft.; SQ breath
  weapon (8d10; DC 23), darkvision
  60 ft., fear aura (DC 20), im-
  proved grab, immunities, low-
  light vision; AL chaos; SV
  Fort +15, Ref +10, Will +8;
  AP 0; Rep +0; Str 26, Dex 10,
  Con 20, Int 12, Wis 16,
  Cha 14.
  Skills: Hide –2, Intimidate
  +10, Listen +12, Move Silently
  +6, Speak Auran, Speak Language
  (any one), Spot +12.
  Feats: Cleave, Multiattack, Power
  Attack, Weapon Focus (bite), Weapon
  Focus (claw).
  KA
  Toxic sludge
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  93
  TOXIC SLUDGE
  Originally created to combat oil spills, a toxic sludge is com-
  posed of genetically engineered bacteria designed to seek
  out and actually eat oil and petroleum products. Though
  initial experiments involving the removal of oil spills
  were successful, the bacteria mutated in the field, becom-
  ing extremely caustic and resisting efforts to neutralize
  them chemically. 
  A toxic sludge is mixture of chemicals given life. Its body
  is composed of bacteria and highly toxic chemicals from
  whichever waste spills it has recently visited. Small plumes
  of gas shoot out from random locations, and the creature
  leaves a trail of toxic goo when it moves.
  Toxic sludges appear periodically in and around petro-
  chemical facilities. Military forces have been mobilized to
  neutralize any toxic sludge located before it has a chance to
  kill and expand itself further.
  Species Traits
  Acid (Ex): A toxic sludge is composed of caustic chemi-
  cals that dissolve any substance except stone and metal. A
  toxic sludge’s slam attack deals 1d4 points of acid damage in
  addition to the normal bludgeoning damage.
  Blindsight (Ex): A toxic sludge is blind but can ascertain
  all creatures and objects within 40 feet just as a sighted
  creature would. Beyond that range, all targets have total
  concealment with respect to the toxic sludge (see Conceal-
  ment in the d20 Modern Roleplaying Game).
  Expansion (Ex): A toxic sludge absorbs the bodies of
  creatures it has killed in battle. This process takes a number
  of rounds depending on the size of the corpse: Diminutive
  or smaller 1, Tiny 2, Small 4, Medium-size 8, Large 16, Huge
  32, Gargantuan 64, and Colossal 128. The sludge grows by 1
  Hit Die for every 16 rounds it spends consuming bodies, to a
  maximum of 45 Hit Dice.
  Immunities (Ex): Toxic sludges are immune to acid, elec-
  tricity, and cold damage. If a cold attack deals damage equal
  to or greater than a toxic sludge’s Constitution score, the
  toxic sludge is affected as though by a slow spell.
  Improved Grab (Ex): To use this ability, the toxic sludge
  must hit an opponent at least one size category smaller
  than itself with its slam attack. If it gets a hold, it automat-
  ically deals slam damage each round that the hold is main-
  tained, and it can constrict in the same round. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Ooze: A toxic sludge has the traits and immunities
  common to oozes.
  Toxic Fumes (Ex): Any creature that comes within 10 feet
  of a toxic sludge must make a successful Fortitude save (DC
  10 + 1/2 the toxic sludge’s Hit Dice + its Constitution modi-
  fier) or take 1d4 points of Strength damage. A new save must
  be made each round a creature remains within 10 feet of the
  toxic sludge.
  Toxic Sludge: CR 7; Large ooze; HD 6d10+27; hp 60; Mas —;
  Init –2; Spd 20 ft.; Defense 7, touch 7, flat-footed 7 (–1 size,
  –2 Dex); BAB +4; Grap +10; Atk +5 melee (1d8+3, slam plus 1d4
  acid); Full Atk +5 melee (1d8+3, slam plus 1d4 acid); FS 10 ft.
  by 10 ft.; Reach 10 ft.; SQ acid, blindsight, constrict, expan-
  sion, immunities, improved grab, ooze, toxic fumes (DC 15);
  AL none; SV Fort +4, Ref +0, Will –3; AP 0; Rep +0; Str 15,
  Dex 7, Con 14, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Advancement: 6–12 HD (Large); 13–18 HD (Huge); 19–31
  HD (Gargantuan); 32–45 HD (Colossal).
  Advanced Toxic Sludge: CR 12; Gargantuan ooze; HD
  20d10+150; hp 260; Mas —; Init –2; Spd 20 ft.; Defense 10,
  touch 3, flat-footed 10 (–4 size, –3 Dex, +7 natural); BAB +15;
  Grap +37; Atk +21 melee (2d8+10 plus 1d4 acid, slam); Full Atk
  +21/+16/+11 melee (2d8+10 plus 1d4 acid, slam); FS 20 ft. by
  20 ft.; Reach 15 ft.; SQ acid, blindsight, expansion, immuni-
  ties, improved grab, ooze, toxic fumes (DC 26); AL none; SV
  Fort +12, Ref +3, Will +1; AP 0; Rep +0; Str 31, Dex 5, Con 22,
  Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  UDOROOT
  Udoroots are enormous carnivorous plants that possess
  psionic powers. They use their mental abilities to kill crea-
  tures that come too close, and the rotting corpses then pro-
  vide fertilizer for their root systems. Several subspecies of
  udoroot have been found in underground areas, particularly
  sewer tunnels and cave systems.
  The bulk of an udoroot lies beneath the soil. Its massive,
  bulbous root system can reach down as far as 30 feet below
  the surface. The above-ground portion of the plant consists
  of six stalks, each topped by a single flower crown. These
  crowns resemble mature sunflowers with red seeds, white
  petals, and tough, woody stalks. They grow in a circle that
  can reach 20 feet in diameter.
  The plant can launch up to six psionic attacks per
  round, one from each crown. The plant uses its telekine-
  sis ability to drag the bodies of its slain victims into the
  circle of its stalks.
  An udoroot can be killed only by digging up or otherwise
  exposing its root, then burning it, hacking it apart, or totally
  destroying it in some other manner. Severing or psionically
  disabling all six crowns negates the plant’s ability to attack
  and makes excavation of the root easier. To sever a crown,
  an opponent must penetrate the woody bark of the stalk
  (hardness 5, hp 7). A severed crown dies, but the udoroot
  suffers no ill effects other than its absence. As long as the
  creature’s root remains intact, any severed crowns regrow in
  about a month. A psionic creature can also overcome a
  crown in psionic combat by reducing any one of the crea-
  ture’s ability scores to 0. This attack does not harm the main
  root or any other crowns, which must be attacked sepa-
  rately to deal any damage.
  Species Traits
  Blindsight (Ex): An udoroot is blind but can ascertain
  all creatures and objects within 40 feet just as a sighted
  creature would. Beyond that range, all targets have total
  CREATURES
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  concealment with respect to the udoroot (see Concealment
  in the d20 Modern Roleplaying Game).
  Cold Resistance 20 (Ex): An udoroot ignores the first 20
  points of cold damage from any single attack.
  Immunities (Ex): An udoroot is immune to electricity
  and fire damage.
  Plant: Udoroots have the traits and immunities common
  to plants.
  Psionics (Sp): At will—false sensory input, lesser body
  adjustment, lightning strike, telekinesis. Manifester level
  10th; save DC 10 + udoroot’s key ability modifier + power
  level.
  Udoroot: CR 5; Huge plant; HD 6d8+18; hp 45; Mas —;
  Init +0; Spd 0 ft.; Defense 14, touch 8, flat-footed 14 (–2 size,
  +6 natural); BAB +4; Grap —; Atk none; Full Atk none; FS 5 ft.
  by 5 ft. per stalk; Reach 10 ft. per stalk; SQ blindsight 40 ft.,
  cold resistance 20, immunities, plant, psionics; AL none; SV
  Fort +8, Ref +2, Will +3; AP 0; Rep +0; Str 3, Dex 10, Con 16,
  Int —, Wis 13, Cha 9.
  Skills: None.
  Feats: None.
  Advancement: 7–16 HD (Huge); 17–32 HD (Gargantuan).
  Advanced Udoroot: CR 8; Gargantuan plant; HD
  17d8+85; hp 161; Mas —; Init +0; Spd 0 ft.; Defense
  16, touch 6, flat-footed 16 (–4 size, +10 natural);
  BAB +12; Grap —; Atk none; Full Atk none; FS 5 ft.
  by 5 ft. per stalk; Reach 15 ft. per stalk; SQ cold
  resistance 20, blindsight 40 ft., immunities,
  plant, psionics; AL none; SV Fort +15, Ref +5,
  Will +6; AP 0; Rep +0; Str 11, Dex 10, Con 20, Int
  —, Wis 13, Cha 9.
  Skills: None.
  Feats: None.
  WHISPERER IN THE DARK
  Sometimes known as a shadow caller, a
  whisperer in the dark is an incorporeal
  amalgamation of dozens of sentient
  minds—mostly the minds of living beings
  who died together in abject terror. These
  beings are acutely aware that they are
  dead, but they see the living as beacons of
  life and guides to salvation. Tragically,
  though, every attempt these minds make to
  reach out to the living results in one more
  death, and one more mind added to the
  whisperer’s collective consciousness.
  From a distance, a whisperer in the dark
  resembles a swirling bank of mist or light fog,
  but an observer within 30 feet of the whis-
  perer can clearly see dozens of humanoid
  faces in the fog, silently screaming their
  endless torment. 
  A whisperer in the dark usually haunts the
  place where its component creatures died. When a
  living being comes near, the whisperer calls out to it tele-
  pathically by means of its attraction psionic power. Those
  who cannot resist the attraction effect find themselves
  drawn into the dark place where the whisperer waits, as
  though called by indistinct, murmuring whispers. Once they
  have entered the whisperer’s lair, such victims almost invari-
  ably succumb to a combination of the creature’s psionic
  powers and its soul-chilling touch. With each new death, a
  new face appears in the whisperer’s roiling mass of mist.
  A whisperer in the dark cannot speak. Its only means of
  communication is its suggestion psionic power.
  Species Traits
  Daylight Powerlessness (Ex): A whisperer in the dark is
  utterly powerless in natural sunlight and flees from it if pos-
  sible. If caught in sunlight, it cannot attack and may make
  only one move or attack action each round. It cannot take
  full-round actions at all in this situation.
  Incorporeal Subtype (Su): A whisperer in the dark has no
  physical form and can be harmed only by other incorporeal
  creatures, +1 or better magic weapons, or magic, though it has
  a 50% chance to ignore any damage from a corporeal source.
  The whisperer in the dark can pass through solid objects at
  will, and its own attacks pass through armor. The charred one
  moves in complete silence and cannot be heard at all.
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  Psionics (Sp): At will—attraction, clairaudience/clair-
  voyance, concussion, detect psionics, suggestion. Mani-
  fester level 10th; save DC 10 + whisperer in the dark’s key
  ability modifier + power level.
  Steal Essence (Su): If a creature with an Intelligence
  score greater than 2 is slain by a whisperer in the dark, its
  essence is absorbed into the monster’s consciousness
  within 1d4 rounds, though its physical body remains intact.
  Stealing a creature’s essence grants the whisperer 12 tem-
  porary hit points, and a new screaming face resembling
  that of the absorbed creature appears permanently within
  the cloud.
  Turn Resistance +2 (Su): A whisperer in the dark is
  treated as having +2 Hit Dice for the purpose of turn or
  rebuke attempts.
  Undead: A whisperer in the dark has the traits and immu-
  nities common to undead.
  Unnatural Aura (Su): A whisperer in the dark constantly
  projects an unnatural aura to a radius of 30 feet around
  itself. Both wild and domesticated animals can sense this
  aura and refuse to enter its area. If forced to come closer
  than 30 feet to the whisperer in the dark, they panic and
  remain panicked for as long as they are in the area.
  Whisperer in the Dark: CR 12; Large undead (incorporeal);
  HD 11d12; hp 71; Mas —; Init +7; Spd 30 ft., fly 60 ft. (good);
  Defense 14, touch 14, flat-footed 11 (–1 size, +3 Dex, +2
  deflection); BAB +5; Grap —; Atk +4 melee (2d6 Con, incor-
  poreal touch); Full Atk +4 melee (2d6 Con, 4 incorporeal
  touches); FS 5 ft. by 5 ft.; Reach 10 ft.; SQ daylight power-
  lessness, incorporeal, psionics, steal essence, turn resistance
  +2, undead, unnatural aura; AL chaos, evil; SV Fort +3, Ref +6,
  Will +9; AP 0; Rep +0; Str —, Dex 16, Con —, Int 14, Wis 14,
  Cha 15.
  Skills: Concentration +8, Hide +13, Intimidate +12, Listen
  +12, Search +12, Sense Motive +8, Spot +12.
  Feats: Alertness, Blind-Fight, Combat Reflexes, Frightful
  Presence, Improved Initiative.
  Advancement: 12–18 HD (Huge); 19–26 HD (Gargantuan).
  YETI
  Yetis are hairy, bipedal homonids native to cold Asian cli-
  mates. The first humans to encounter them were the native
  people of the Himalayan Mountains in Tibet and China. The
  name yeti derives from the Sherpa term yeh the, which lit-
  erally means “that thing.” Yetis dwell in secluded wilderness
  regions and survive by raiding the pasturelands of the
  indigenous peoples.
  A yeti is a large, white-furred, human-shaped creature
  that stands about 8 feet tall and weighs approximately
  300 pounds. Its long fur is heaviest around the head and
  shoulders, and its hands and feet are wide and flat. Layers
  of fat insulate its body, allowing it to survive and even
  thrive in subzero conditions. Although a yeti can stand and
  walk upright, it tends to hunch over and use its hands and
  feet, in the manner of a gorilla, to navigate ice floes and
  rocky terrain. Its eyes are either blue or colorless, and it has
  an extra pair of transparent eyelids that allow it to see even
  in blowing snow.
  Yetis speak Giant. A yeti with an Intelligence score of 12
  or higher may speak one or more of the local languages
  commonly spoken in its habitat as well.
  Species Traits
  Cold Subtype (Ex): A yeti is immune to cold damage. It
  takes 50% more damage from fire attacks.
  Constrict (Ex): A yeti deals normal claw damage (treat as
  bludgeoning damage) plus 2d6 points of cold damage with
  a successful grapple check against a target at least one size
  category smaller than itself.
  Improved Grab (Ex): To use this ability, the yeti must hit
  an opponent at least one size category smaller than itself
  with its claw attack. If it gets a hold, it automatically deals
  claw damage each round that the hold is maintained, and it
  can constrict in the same round. See Special Qualities in
  Chapter Eight: Friends and Foes in the d20 Modern Role-
  playing Game for more information.
  Skill Bonus: The yeti’s white fur grants it a +15 species
  bonus on Hide checks made in snowy conditions.
  Yeti: CR 3; Large monstrous humanoid (cold); HD 4d8+4;
  hp 22; Mas 12; Init +1; Spd 40 ft.; Defense 14, touch 10, flat-
  footed 13 (–1 size, +1 Dex, +4 natural); BAB +4; Grap +12;
  Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2
  claws); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ cold subtype, con-
  strict, darkvision 60 ft., improved grab; AL none; SV Fort +2,
  Ref +5, Will +5; AP 0; Rep +0; Str 18, Dex 13, Con 12, Int 9,
  Wis 12, Cha 11.
  Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move
  Silently +6, Speak Giant, Survival +7.
  Feats: None.
  Advancement: 5–8 HD (Large); 9–12 HD (Huge).
  Abominable Snowman (Advanced Yeti): CR 6; Huge mon-
  strous humanoid (cold); HD 12d8+36; hp 90; Mas 16; Init +0;
  Spd 40 ft.; Defense 15, touch 8, flat-footed 15 (–2 size, +7
  natural); BAB +12; Grap +28; Atk +18 melee (2d4+8, claw); Full
  Atk +18 melee (2d4+8, 2 claws); FS 15 ft. by 15 ft.; Reach 10 ft.;
  SQ cold subtype, constrict, darkvision 60 ft., improved grab;
  AL any; SV Fort +7, Ref +8, Will +9; AP 0; Rep +0; Str 26,
  Dex 11, Con 16, Int 9, Wis 12, Cha 11.
  Skills: Climb +14, Hide +3 (+18 in snowy conditions), Move
  Silently +10, Speak Giant, Survival +12.
  Feats: Power Attack, Track.
  ZAP
  Zaps are minute elemental life forms made of electrical
  energy. Created when electrical equipment overloads, they
  generally don’t survive for longer than a few seconds. How-
  ever, when such an overload sends a current spike along an
  electrical pathway, zaps can survive by riding the current
  and gathering in transformers. When enough zaps collect in
  a transformer to overload it, they can escape into the sur-
  rounding environment and wreak havoc.
  Zaps are not evil creatures, but they do like to play.
  Unfortunately, their games usually consist of causing short
  circuits in electronic equipment. The fact that this game
  usually destroys the equipment is of no concern to the zaps,
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  CREATURES
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  and they do not understand
  why the lumbering creatures
  (humans, generally) that play
  with the same toys get so upset
  about this game. But human
  expressions can be quite funny
  when a flashlight or cell phone
  starts sparking, and this added
  bit of entertainment enhances
  the zaps’ enjoyment of the
  game. They also find it amusing
  to deliver shocks to humans and
  other creatures by touching
  them. Individually, the little elec-
  trical arcs created in this manner
  are only painful, but when deliv-
  ered in sufficient quantities to
  the same creature, they can be
  fatal. Zaps don’t really under-
  stand death, so if such a fatality
  occurs, they merely assume that
  their erstwhile playmate is too
  tired to keep playing and move
  on to a new one.
  Species Traits
  Elemental: Zaps have the
  traits and immunities common
  to elementals.
  Electricity Immunity (Ex):
  A zap is immune to electricity
  damage.
  Shock Touch (Ex): With a
  successful melee touch attack,
  a zap deals 1 point of electricity
  damage.
  Short Circuit (Su): At will as an attack action, a zap can
  cause an electrical overload in a piece of electronic equip-
  ment within 10 feet, destroying its internal workings and
  rendering it useless. If the item is being carried or wielded
  at the time of the attack, the wielder can attempt a Reflex
  save (DC 20) to negate the effect. An unattended item
  receives no save. An electronic item damaged in this
  fashion must either be replaced or repaired (Repair
  DC 15).
  Zap: CR 1/4; Fine elemental (air); HD 1/4 d8; hp 1;
  Mas —; Init +4; Spd 10 ft., fly 30 ft. (perfect); Defense
  22, touch 22, flat-footed 18 (+8 size, +4 Dex); BAB +0;
  Grap —; Atk +4 melee touch (1 electricity, shock
  touch); Full Atk +4 melee touch (1 electricity,
  shock touch); FS 6 in. by 6 in.; Reach 0 ft.; SQ
  darkvision 60 ft., electricity immunity, elemen-
  tal, shock touch, short circuit; AL chaos; SV Fort
  +0, Ref +6, Will +1; AP 0; Rep +0; Str 2, Dex 19,
  Con 10, Int 5, Wis 12, Cha 6.
  Skills: Hide +24, Listen +3, Spot +5.
  Feats: None.
  Advancement: None.
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  CREATURES
  JP
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  97
  ZEIKUNE
  Shaped like bloated starfish, the zeikune has rubbery flesh
  and floats through the air by a means unknown to both
  magic and science. Although it can fly in any orientation, a
  zeikune usually flies parallel to the ground, its eye-studded
  hump protruding from the dorsal side and its sinewy tenta-
  cle-mouth extending from the ventral side. The tentacle-
  mouth is surprisingly mutable and dexterous, capable even
  of typing on a keyboard or firing a gun.
  A zeikune draws sustenance from the internal organs of
  its slain victims. After using mental blast to stun its
  intended victim, the zeikune clamps its mouth onto the
  creature and injects a fluid that begins liquefying the
  victim’s organs. When the process is complete, the zeikune
  siphons the organ-fluids from the body using its tentacle-
  mouth before moving on.
  For mutual protection, zeikunes will often congregate in
  small groups called quorums. However, when food is scarce,
  they typically kill one another fighting over the “scraps.” 
  Species Traits
  Improved Grab (Ex): To use this ability, the zeikune must
  hit an opponent with its bite attack. If it gets a hold, it auto-
  matically deals bite damage and liquefaction damage (see
  below) each round that the hold is maintained. See Special
  Qualities in Chapter Eight: Friends and Foes in the d20
  Modern Roleplaying Game for more information.
  Liquefaction (Ex): Once the zeikune gets a hold of its
  opponent (see Improved Grab above), it begins inject-
  ing fluids that dissolve the victim’s organs, dealing 1d4
  points of Constitution damage per round. If the crea-
  ture dies or its Constitution score drops to 0 as a result of
  this process, the creature’s organs turn to slush, and the abil-
  ity damage becomes ability drain. The victim dies, at which
  point the zeikune can begin sucking the liquefied organs
  from the creature’s body (see Siphon Fluids, below).
  Psionics (Sp): At will—combat precognition (always
  active), mental blast, object reading; 3/day—inflict
  pain, levitate. Manifester level 5th; save DC 10 +
  zeikune’s key ability modifier + power level.
  Siphon Fluids (Ex): Once a zeikune liquefies the
  internal organs of a creature, it can spend a full-
  round action siphoning the fluids from the dead
  creature’s body, leaving behind a shriveled husk. The
  fluid not only provides sustenance but also heals the
  zeikune of 3d6 points of damage and 1d6 points of abil-
  ity damage (per ability).
  Zeikune: CR 4; Medium-size aberration; HD 5d8+5;
  hp 27; Mas 13; Init +6; Spd fly 40 ft. (perfect); Defense 17,
  touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 insight);
  BAB +3; Grap +3; Atk +3 melee (2d4, bite); Full Atk +3
  melee (2d4, bite) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ darkvision 60 ft., improved grab, liquefaction,
  power resistance 17, psionics, siphon fluids; AL none;
  SV Fort +2, Ref +3, Will +5; AP 0; Rep +0; Str 11, Dex 14,
  Con 13, Int 10, Wis 12, Cha 16.
  Skills: Hide +9, Listen +8, Move Silently +9, Spot +8.
  Feats: Improved Initiative, Simple Weapons Proficiency.
  Advancement: By character class.
  Zeikune Smart Hero 2: CR 6; Medium-size aberration; HD
  5d8+5 plus 2d6+2; hp 36; Mas 13; Init +6; Spd fly 40 ft. (per-
  fect); Defense 18, touch 14, flat-footed 16 (+2 Dex, +1 class, +4
  natural, +1 insight); BAB +4; Grap +4; Atk +4 melee (2d4, bite)
  or +6 ranged (2d6, Ruger Service-Six); Full Atk +4 melee (2d4,
  bite) or +6 ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ darkvision 60 ft., improved grab, liquefaction,
  power resistance 17, psionics, siphon fluids; AL none; SV Fort
  +2, Ref +5, Will +7; AP 1; Rep +1; Str 11, Dex 14, Con 12, Int 14,
  Wis 12, Cha 16.
  Skills: Computer Use +8, Disable Device +6, Hide +11,
  Listen +10, Move Silently +11, Read/Write English, Repair +5,
  Research +6, Search +6, Spot +10.
  Feats: Improved Initiative, Lightning Reflexes, Personal
  Firearms Proficiency, Simple Weapons Proficiency.
  Talent (Smart Hero): Savant (Computer Use).
  Possessions: Ruger Service-Six (.38S revolver).
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  Supporting characters are those individuals who
  have little more than walk-on parts in the
  great drama of the d20 MODERN roleplaying
  campaign. They aren’t heroes, but they are
  capable in their own way. From the nurse
  who is studying to be a doctor to the thug
  who dreams of being a famous actor, the
  campaign’s supporting characters provide an
  extra level of detail that helps make the cam-
  paign setting more real.
  These people are just that: people. Like the
  heroes, they have needs and desires, they have
  plans and goals, and they have histories, and
  with any luck, they also have futures. The
  Gamemaster (GM) can describe or play
  them sketchily if it isn’t terribly important
  to know a supporting character’s full
  background and motivations for the pur-
  pose of the scene, but the players
  should never come to think of all sup-
  porting characters as cardboard cutouts.
  At the very least, the players learn to
  identify characters important to the plots
  of the GM’s adventures if the major char-
  acters are the only ones who seem to
  have personalities!
  The supporting characters on the fol-
  lowing pages are designed as a convenience
  to the GM. They are more or less complete
  characters, with very few (if any) creative
  choices left undeveloped. The GM can
  simply open this book to the page needed
  and the supporting character’s stats are
  right there for the GM to refer to. In some
  cases, the GM might want to modify these
  characters to fit specific needs. If so, do
  so! The players never need know that the
  richly detailed character with whom
  they interact every game session began as
  a mid-level government bureaucrat!
  Chapter Two
  GM
  CHARACTERS
  KA
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  99
  BRINGING SUPPORTING
  CHARACTERS TO LIFE
  The d20 Modern Roleplaying Game includes a handy
  chart for fleshing out supporting characters (Table 8–27:
  One Hundred Character Traits), and that’s an excellent place
  to start. Just one or two of those traits can make a hastily
  selected supporting character seem like a thoroughly devel-
  oped part of the campaign or scenario. (Also, making a note
  of the traits further supports the illusion of preparation
  should the heroes encounter the same supporting character
  again later in the campaign.)
  Characters need just a little more, though. The best place
  to start is with a name—since that’s one of the first things
  that most players ask for when they begin interacting with
  a GM character. Your best bet for fostering that appearance
  of readiness is to jot down a list of twenty or so names
  (with the appropriate local flavor) to keep with your notes.
  When you glance down to pick one that suits your fancy,
  your players will assume you’re looking at the character’s
  statistics; this method is much better than flipping to a
  random page in the telephone directory (although that
  works, too).
  It also doesn’t hurt to have an idea in mind of what’s
  important to the character: the character’s main goal. Don’t
  wrack your brain trying to fully develop this concept,
  though. Again, jot down a list of ten or so goals, including
  mostly mundane things (collect a paycheck, provide for a
  loved one, stay out of trouble, have fun) along with a smat-
  tering of slightly more unusual goals (find Mister/Miss
  Right, stay out of jail, see a loved one soon). These goals,
  though, shouldn’t directly interfere with the characters’
  interactions with the heroes; they’re just background moti-
  vations—what the supporting character would be doing if
  he or she didn’t have to deal with the heroes right now.
  If you actually do want to put more thought into devel-
  oping a GM-controlled character’s traits, though, but you’re
  at a loss on where to start, here are some suggestions.
  Television and Movies: Whenever you’re watching tele-
  vision or a movie, and an interesting character captures your
  imagination, make a mental note of exactly what it is that
  made you notice and add it to the list of character traits. It
  doesn’t even have to be an actor; it could be someone inter-
  viewed on the evening news. If the trait that sparked your
  imagination is a mannerism or tone of voice, practice it
  between game sessions so that you’re ready when the time
  comes to introduce the character with that trait.
  Books and Magazines: Books and magazines are gener-
  ally better for traits of appearance—the kind you can
  describe verbally, because, well, they were described to you
  with words. Perhaps a character in a novel has an unusual
  and eye-catching hairdo; jot it down. Maybe a magazine
  article describes someone as “balding, heavy, and geeky.” Jot
  it down. You’ll find you can get a lot of mileage out of other
  people’s imaginations.
  Writer’s Manuals: For the same reason that books and
  magazines work, reference books aimed at helping writers
  develop interesting characters can help you do exactly the
  same thing for your own small audience. Browse the
  “writer’s books” section of your local library or favorite
  bookstore, and you’re almost guaranteed to find half a
  dozen books that give you plenty of ideas.
  People-Watching: For realism, nothing beats reality. The
  next time you’re strolling through the local mall or sitting in
  a packed movie theater, observe the people around you. In
  fact, make a little game of it. Wherever you go, find five
  interesting people—for good or for bad—and think about
  how you would describe them to your players. Then jot
  down those descriptions and keep them handy.
  BUYING SERVICES
  Sometimes a hero just needs someone to do the work for
  him. Sure, the hero could drive himself across town, locate
  a missing person, or get the blueprints to a casino’s vault—
  but if time is tight, what does it cost him if he pays someone
  else to do it for him?
  When a hero buys services, the GM can use these rules to
  arrive at an asking price and a bare minimum price. In most
  cases, the arrived-at cost is per task that the GM-controlled
  character performs on the hero’s behalf. For example, if a
  hero pays a cab driver to follow another car, the cab driver
  expects one lump sum of cash, regardless how many Drive
  and Spot checks he has to make. Hiring that same cab driver
  to be one’s personal chauffeur is a bit different (see below).
  These rules are specifically for buying services, as
  opposed to labor that results in tangible merchandise.
  Paying someone to build a car for you is, in essence, no dif-
  ferent from buying a car—even though all that’s really hap-
  pening is that you are paying someone else to make Craft
  checks on your behalf.
  Determining Cost
  Every service has an asking price and a bare minimum price.
  The person providing the service starts by asking the highest
  price he thinks his services are worth, expressed as a Pur-
  chase DC. This number is equal to the GM-controlled char-
  acter’s total skill modifier for the appropriate skill,
  multiplied by 1.5, rounded down. If two or more skills apply
  (such as with the cab driver example above), multiply the
  average of the skill modifiers by 1.5 to arrive at the Purchase
  DC. If no particular skill seems to apply, use the character’s
  Profession skill modifier. If the Purchase DC is fewer than 2,
  the character refuses to take the job—or takes it, then badly
  bungles it.
  For example, assume the cab driver has a Drive skill mod-
  ifier of +7 (including ranks in Drive, his Dexterity modifier,
  and the +1 competence bonus he gets from having selected
  Drive as one of his blue-collar occupation skills. Multiplying
  this number by 1.5 yields a Purchase DC of 10.5, rounded
  down to 10. Table 7–1: Purchase DCs in the d20 Modern
  Roleplaying Game book shows that the cabbie asks for
  $120 to drive a hero around for the evening. If the hero asks
  the driver to tail someone, the cab driver’s Spot skill modi-
  fier (only +2, all from his Wisdom bonus) comes into play,
  averaging with his Drive skill modifier to yield a Purchase DC
  of 6. Since his low Spot skill modifier could cause him to
  fail, he can’t ask as much.
  GM CHARACTERS
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  100
  A hero can attempt to negotiate a lower price with an
  opposed Diplomacy check. For each point by which the
  hero beats the supporting character’s Diplomacy check, the
  Purchase DC drops by 1. But for each point by which the sup-
  porting character’s Diplomacy check beats the hero’s, the
  Purchase DC goes up by 1. You can take 10 or take 20 on this
  check (as can your opponent). No retries are allowed.
  Haggling the price in this fashion can never reduce the
  Purchase DC to fewer than the supporting character’s
  skill ranks in the relevant skill (or average ranks in the rele-
  vant skills), multiplied by 1.5, rounded down. This is the bare
  minimum price; doing the job for less starts costing the
  character money.
  READING THE CHARACTER ENTRIES
  Each character entry in d20 Modern Menaces includes
  the same basic information that appears on a d20 MODERN
  character sheet. Each entry follows the same format as the
  Supporting Characters in Chapter Eight: Friends and Foes,
  in the d20 Modern Roleplaying Game—including a
  low-level, mid-level, and high-level version. Except as
  noted below, character statistics use the same definitions
  and ranges as creature statistics do.
  Level, Descriptor, and Class
  Each character entry begins with a level classification
  (low-level, mid-level, or high-level); a one-or two-word
  descriptor of the character’s role in society (thug, taxi
  driver, police officer, and so on); and, in parentheses, what
  classes the character has, and how many levels in each
  class (such as Fast Hero 2/Charismatic Hero 4). A character
  listed with the word “Ordinary” (“Fast Ordinary 2/Charis-
  matic Ordinary 4,” for example) is a nonheroic character
  and follows the rules for ordinary characters (as explained
  in Chapter Eight: Friends and Foes, in the d20 Modern
  Roleplaying Game).
  Low-level characters typically have no more than two
  character levels. Mid-level characters usually have six
  character levels, and high-level characters usually come in
  at ten character levels. When customizing these charac-
  ters to fit the specific needs of an encounter in your
  game, it’s usually far easier to add levels on to a lower-
  level character than it is to take levels away from a
  higher-level character.
  Talents and Action Points
  Characters, unlike creatures, always have class levels, and
  with class levels come talents and action points (unless the
  character is an ordinary character).
  Occupation
  All characters have chosen a starting occupation, which
  determines bonus skill selection and Wealth bonus in-
  creases, and sometimes bonus feats as well. Ordinary
  characters don’t include listings for Wealth bonus, how-
  ever; generally, they don’t stick around long enough to
  spend it.
  Possessions
  Both heroic and ordinary characters have a few possessions
  on their persons, or nearby, when the heroes encounter
  them. These possessions don’t represent all that the charac-
  ter owns (in most cases), but rather represent what a hero
  finds when she searches the character. 
  “Personal possessions” include the kind of miscellaneous
  junk that everyday people carry around: keys, combs, wal-
  lets, makeup, purses, ticket stubs, inconsequential notes,
  and so on. Gamemasters should be careful about describing
  personal possessions in detail. Tracking down the origins of
  such items is almost always a classic “dead end” plot move
  and can inadvertently sidetrack an adventure.
  ANIMAL HANDLER
  Animal handlers are trained professionals who specialize
  in wrangling and capturing wild animals. Low-level animal
  handlers include animal control specialists and zoo-
  keepers who handle smaller animals. Mid-level animal han-
  dlers have attained a certain amount of fame and often
  accompany scientists in the field. High-level animal han-
  dlers are especially well known and can be found hunting
  extremely dangerous animals or hosting their own televi-
  sion shows. They carry and use lethal weapons only when
  things go horribly wrong.
  Low-Level Animal Handler (Strong Ordinary 1/Charis-
  matic Ordinary 1): CR 1; Medium-size human; HD 1d8+1 plus
  1d6+1; hp 10; Mas 12; Init +1; Spd 30 ft.; Defense 13, touch 12,
  flat-footed 12 (+1 Dex, +1 class, +1 leather jacket); BAB +1;
  Grap +3; Atk +3 melee (1d3+2 nonlethal, unarmed strike), or
  +3 melee (1d4+2 and special, ketch-all pole); Full Atk +3
  melee (1d3+2 nonlethal, unarmed strike) or +3 melee (1d4
  and special, ketch-all pole) or +2 ranged (1d2 and special, air
  rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +2,
  Will +0; AP 0; Rep +2; Str 14, Dex 13, Con 12, Int 8, Wis 10,
  Cha 15.
  Occupation: Rural (bonus class skills: Handle Animal,
  Survival).
  Skills: Climb +3, Handle Animal +10, Intimidate +3, Jump
  +3, Profession +1, Read/Write English, Ride +4, Speak English,
  Survival +1, Swim +4.
  Feats: Animal Affinity, Archaic Weapons Proficiency, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency.
  Possessions: Ketch-all pole, air rifle, 10 tranquilizer darts,
  leather jacket, various gear and personal possessions.
  Mid-Level Animal Handler (Strong Ordinary 3/Charis-
  matic Ordinary 3): CR 5; Medium-size human; HD 3d8+3
  plus 3d6+3; hp 28; Mas 12; Init +1; Spd 30 ft.; Defense 15, touch
  14, flat-footed 14 (+1 Dex, +3 class, +1 leather jacket); BAB +4;
  Grap +6; Atk +7 melee (1d6+2 nonlethal, unarmed strike), or
  +6 melee (1d4+2 and special, ketch-all pole); Full Atk +7
  melee (1d6+2 nonlethal, unarmed strike) or +6 melee (1d4+2
  and special, ketch-all pole) or +5 ranged (1d2 and special, air
  rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +4,
  Will +2; AP 0; Rep +5; Str 15, Dex 13, Con 12, Int 8, Wis 10,
  Cha 15.
  GM CHARACTERS
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  101
  Occupation: Rural (bonus class skills: Handle Animal,
  Survival).
  Skills: Climb +4, Handle Animal +14, Intimidate +8, Jump
  +3, Perform (act) +5, Profession +1, Read/Write English,
  Ride +5, Speak English, Survival +2, Swim +4.
  Feats: Animal Affinity, Brawl, Heroic Surge, Personal
  Firearms Proficiency, Renown, Simple Weapons Proficiency.
  Possessions: Ketch-all pole, air rifle, 10 tranquilizer darts,
  leather jacket, various gear and personal possessions.
  High-Level Animal Handler (Strong Ordinary 5/Charis-
  matic Ordinary 5): CR 9; Medium-size human; HD 5d8+5
  plus 5d6+5; hp 50; Mas 12; Init +1; Spd 30 ft.; Defense 17, touch
  16, flat-footed 16 (+1 Dex, +5 class, +1 leather jacket); BAB +7;
  Grap +10; Atk +11 melee (1d6+3 nonlethal, unarmed strike) or
  +10 melee (1d4+2 and special, ketch-all pole); Full Atk +11/+6
  melee (1d6+3 nonlethal, unarmed strike) or +10/+5 melee
  (1d4+2 and special, ketch-all pole) or +9/+4 ranged (1d2 and
  special, air rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort
  +7, Ref +5, Will +2; AP 0; Rep +7; Str 16, Dex 13, Con 12, Int 8,
  Wis 10, Cha 15.
  Occupation: Rural (bonus class skills: Handle Animal,
  Survival).
  Skills: Climb +5, Handle Animal +18, Intimidate +9, Jump
  +3, Perform (act) +8, Profession +3, Read/Write English,
  Ride +7, Speak English, Survival +3, Swim +6.
  Feats: Animal Affinity, Brawl, Dodge, Heroic Surge, Per-
  sonal Firearms Proficiency, Renown, Simple Weapons
  Proficiency.
  Possessions: Ketch-all pole, air rifle, 10 tranquilizer darts,
  leather jacket, various gear and personal possessions.
  ATTORNEY
  From the prelaw student to the high-profile corporate
  lawyer, attorneys provide a valuable public service: They
  represent the interests of individuals, corporations, states,
  and entire countries, which ensures that society functions
  relatively smoothly, if not necessarily particularly perfectly.
  Without them, the corrupt, immoral, and outright evil indi-
  viduals get away with all manner of crimes against their
  fellow men. (Of course, many people believe that corrupt,
  immoral, and evil individuals get away with their crimes
  because of attorneys, but it’s all a matter of perspective.)
  Low-level attorneys might be law school students, legal
  aides, or pro bono public defenders. Mid-level attorneys
  include public defenders who charge for their services and
  junior associates in legal firms, while high-level attorneys
  include assistant district attorneys, corporate legal advisors,
  and the types of lawyers retained by high-profile public fig-
  ures to keep them out of the news.
  Low-Level Attorney (Smart Ordinary 1/Charismatic
  Ordinary 1): CR 1; Medium-size human; HD 1d6 plus 1d6;
  hp 7; Mas 10; Init +1; Spd 30 ft.; Defense 11, touch 11, flat-
  footed 10 (+1 Dex, +0 class); BAB +0; Grap –1; Atk –1 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk –1 melee (1d3–1
  nonlethal, unarmed strike) or +1 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +1, Ref +2, Will +2; AP 0; Rep +3;
  Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +6, Computer Use +7, Diplomacy +7, Gather
  Information +7, Knowledge (business) +9, Knowledge (civics)
  +9, Knowledge (current events) +7, Knowledge (history) +4,
  Knowledge (popular culture) +6, Profession +6, Read/Write
  English, Read/Write Language (any two) Read/Write Eng-
  lish, Research +8, Sense Motive +4, Speak English, Speak Lan-
  guage (any two).
  Feats: Educated (Knowledge [business] and Knowledge
  [civics]), Simple Weapons Proficiency, Trustworthy.
  Possessions: Various gear and personal possessions.
  Mid-Level Attorney (Smart Ordinary 3/Charismatic
  Ordinary 3): CR 5; Medium-size human; HD 3d6 plus 3d6; hp
  21; Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed
  12 (+1 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +1 melee (1d3–1 nonlethal,
  unarmed strike) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +3, Ref +4, Will +4; AP 0; Rep +6; Str 8, Dex 12,
  Con 10, Int 14, Wis 13, Cha 16.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +12, Computer Use +8, Diplomacy +15, Gather
  Information +14, Investigate +9, Knowledge (business) +13,
  Knowledge (civics) +12, Knowledge (current events) +7,
  Knowledge (history) +4, Knowledge (popular culture) +6,
  Profession +10, Read/Write English, Read/Write Language
  (any two), Read/Write English, Research +12, Sense Motive
  +5, Speak English, Speak Language (any two).
  Feats: Attentive, Educated (Knowledge [business] and
  Knowledge [civics]), Simple Weapons Proficiency, Renown,
  Trustworthy.
  Possessions: Various gear and personal possessions.
  High-Level Attorney (Smart Ordinary 5/Charismatic
  Ordinary 5): CR 9; Medium-size human; HD 5d6 plus 5d6; hp
  35; Mas 10; Init +1; Spd 30 ft.; Defense 15, touch 15, flat-footed
  14 (+1 Dex, +4 class); BAB +4; Grap +3; Atk +3 melee (1d3–1
  nonlethal, unarmed strike); Full Atk +3 melee (1d3–1 non-
  lethal, unarmed strike) or +5 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +4, Ref +5, Will +5; AP 0; Rep +8; Str 8,
  Dex 12, Con 10, Int 15, Wis 13, Cha 16.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +16, Computer Use +12, Diplomacy +18,
  Gather Information +18, Investigate +9, Knowledge (behav-
  ioral science) +5, Knowledge (business) +17, Knowledge
  (civics) +9, Knowledge (current events) +13, Knowledge (his-
  tory) +4, Knowledge (popular culture) +6, Profession +14,
  Read/Write English, Read/Write Language (any two),
  Read/Write English, Research +14, Sense Motive +9, Speak
  English, Speak Language (any two).
  Feats: Attentive, Educated (Knowledge [behavioral sci-
  ences], Knowledge [business], Knowledge [civics], and
  Knowledge [current events]), Simple Weapons Proficiency,
  Renown, Trustworthy.
  Possessions: Various gear and personal possessions.
  GM CHARACTERS
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  BLACK MARKETEER
  Black marketeers specialize in dealing in goods that can’t be
  found through ordinary means. Low-level black marketeers
  include “pawn brokers” or street hustlers, both of whom
  fence stolen goods and items that are common among crim-
  inals, but difficult to find otherwise. Mid-level black marke-
  teers work in restricted weapons, beta software, and
  high-power firearms. High-level black marketeers deal in
  huge bulk or in items that are completely illegal, even
  among otherwise legitimate organizations—bomb-making
  material, prototype software and hardware, and powerful
  military weapons, such as surface-to-air missiles. Black mar-
  keteers usually carry a pistol to protect themselves—those
  black marketeers that deal in weapons have a staggering
  amount of firepower at their disposal.
  Low-Level Black Marketeer (Tough Ordinary 1/Smart
  Ordinary 1): CR 1; Medium-size human; HD 1d10+2 plus
  1d6+2; hp 13; Mas 14; Init +1; Spd 30 ft.; Defense 14, touch 12,
  flat-footed 13 (+1 Dex, +1 class, +2 light undercover shirt);
  BAB +0; Grap +1; Atk +1 melee (1d3+1 nonlethal, unarmed
  strike) or +1 melee (1d3 electricity, stun gun); Full Atk +1
  melee (1d3+1 nonlethal, unarmed strike) or +1 melee (1d3
  electricity, stun gun) or +2 ranged (2d6, Glock 17); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +1, Will +1; AP 0;
  Rep +1; Str 12, Dex 13, Con 14, Int 15, Wis 10, Cha 8.
  Occupation: Criminal (bonus class skills: Forgery,
  Knowledge [streetwise]).
  Skills: Computer Use +5, Craft (mechanical) +4, Craft
  (electronics) +5, Diplomacy +1, Forgery +5, Gamble +2,
  Gather Information +1, Intimidate +1, Knowledge (business)
  +4, Knowledge (streetwise) +7, Knowledge (technology) +5,
  Read/Write English, Read/Write Language (any one); Repair
  +4, Search +4, Speak English, Speak Language (any one).
  Feats: Confident, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Trustworthy.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, stun gun, light undercover shirt,
  laptop computer, cell phone, various gear and personal
  possessions.
  Mid-Level Black Marketeer (Tough Ordinary 3/Smart
  Ordinary 3): CR 5; Medium-size human; HD 3d10+6 plus
  3d6+6; hp 39; Mas 15; Init +1; Spd 30 ft.; Defense 16, touch 14,
  flat-footed 15 (+1 Dex, +3 class, +2 light undercover shirt);
  BAB +3; Grap +4; Atk +4 melee (1d3+1 nonlethal, unarmed
  strike) or +4 melee (1d3 electricity, stun gun); Full Atk +4
  melee (1d3+1 nonlethal, unarmed strike) or +4 melee
  (1d3 electricity, stun gun) or +6 ranged (2d6, Glock 17); FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +3, Will +3; AP 0;
  Rep +2; Str 12, Dex 13, Con 15, Int 15, Wis 10, Cha 8.
  Occupation: Criminal (bonus class skills: Forgery,
  Knowledge [streetwise]).
  Skills: Computer Use +11, Craft (mechanical) +8, Craft
  (electronics) +11, Diplomacy +1, Forgery +14, Gamble +2,
  Gather Information +1, Intimidate +1, Knowledge (business)
  +5, Knowledge (streetwise) +11, Knowledge (technology) +8,
  Read/Write English, Read/Write Language (any one); Repair
  +4, Search +6, Speak English, Speak Language (any one).
  Feats: Confident, Meticulous, Personal Firearms Profi-
  ciency, Simple Weapons Proficiency, Trustworthy, Weapon
  Focus (Glock 17).
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, stun gun, light undercover shirt,
  laptop computer, cell phone, various gear and personal
  possessions.
  High-Level Black Marketeer (Tough Ordinary 5/Smart
  Ordinary 5): CR 9; Medium-size human; HD 5d10+10 plus
  5d6+10; hp 65; Mas 15; Init +2; Spd 30 ft.; Defense 19, touch 17,
  flat-footed 17 (+2 Dex, +5 class, +2 light undercover shirt);
  BAB +5; Grap +6; Atk +7 melee (1d6+1 nonlethal, unarmed
  strike) or +6 melee (1d3 electricity, stun gun); Full Atk +7
  melee (1d6+1 nonlethal, unarmed strike) or +6 melee (1d3
  electricity, stun gun) or +9 ranged (2d6, Glock 17) or +8
  ranged (2d6, Uzi); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort
  +6, Ref +4, Will +4; AP 0; Rep +6; Str 12, Dex 14, Con 15, Int 15,
  Wis 10, Cha 8.
  Occupation: Criminal (bonus class skills: Forgery,
  Knowledge [streetwise]).
  Skills: Computer Use +12, Craft (mechanical) +8, Craft
  (electronics) +15, Diplomacy +2, Forgery +18, Gamble +3,
  Gather Information +2, Intimidate +3, Knowledge (busi-
  ness) +10, Knowledge (streetwise) +12, Knowledge (technol-
  ogy) +15, Read/Write English, Read/Write Language (any
  two); Repair +7, Search +8, Speak English, Speak Language
  (any two).
  Feats: Brawl, Confident, Meticulous, Personal Firearms
  Proficiency, Simple Weapons Proficiency, Trustworthy,
  Weapon Focus (Glock 17).
  Possessions: Glock 17 (9mm autoloader), Uzi (9mm sub-
  machine gun), 50 rounds of 9mm ammunition each, stun
  gun, light undercover shirt, laptop computer, cell phone,
  various gear and personal possessions.
  BURGLAR
  From petty thieves to polished professionals, burglars enter
  places they’re not supposed to be, take things that don’t
  belong to them, and sell them to people who otherwise
  couldn’t afford them. More experienced burglars prefer to
  study a target carefully before they begin working, and they
  try to avoid jobs where the residents might be home or the
  premises guarded in some fashion. Burglars would rather
  defeat security systems than sentries, guard dogs, or armed
  and angry homeowners. Conversely, the wiser burglars
  refuse to carry weapons while they’re working: The penal-
  ties for armed robbery are considerably stiffer than simple
  breaking and entering.
  Low-Level Burglar (Fast Ordinary 1/Smart Ordinary 1):
  CR 1; Medium-size human; HD 1d8+1 plus 1d6+1; hp 10; Mas 12;
  Init +2; Spd 30 ft.; Defense 15, touch 15, flat-footed 13 (+2
  Dex, +3 class); BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal,
  unarmed strike) or +0 melee (1d4/19–20, knife); Full Atk +0
  melee (1d3 nonlethal, unarmed strike) or +0 melee
  (1d4/19–20, knife) or +3 ranged (2d6, Colt Python); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +1, Ref +3, Will +2; AP 0;
  Rep +1; Str 10, Dex 15, Con 12, Int 14, Wis 13, Cha 8.
  GM CHARACTERS
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  Occupation: Criminal (bonus class skills: Disable Device,
  Move Silently).
  Skills: Balance +4, Disable Device +8, Drive +4, Escape
  Artist +6, Hide +8, Knowledge (art) +3, Knowledge (street-
  wise) +7, Move Silently +9, Profession +4, Read/Write Eng-
  lish, Search +7, Speak English, Tumble +6.
  Feats: Personal Firearms Proficiency, Run, Simple Weap-
  ons Proficiency, Stealthy.
  Possessions: Colt Python (.357 revolver), 50 rounds of .357
  caliber ammunition, knife, lockpick set, multipurpose tool,
  various gear and personal possessions.
  Mid-Level Burglar (Fast Ordinary 3/Smart Ordinary 3):
  CR 5; Medium-size human; HD 3d8+3 plus 3d6+3; hp 30;
  Mas 12; Init +3; Spd 30 ft.; Defense 18, touch 18, flat-footed 15
  (+3 Dex, +5 class); BAB +3; Grap +3; Atk +3 melee (1d3 non-
  lethal, unarmed strike) or +3 melee (1d4/19–20, knife); Full
  Atk +3 melee (1d3 nonlethal, unarmed strike) or +3 melee
  (1d4/19–20, knife) or +7 ranged (2d6, Colt Python); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +2, Ref +6, Will +4; AP 0;
  Rep –1; Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 8.
  Occupation: Criminal (bonus class skills: Disable Device,
  Move Silently).
  Skills: Balance +6, Craft (mechanical) +8, Disable
  Device +12, Drive +5, Escape Artist +9, Hide +11,
  Knowledge (art) +7, Knowledge (street-
  wise) +11, Knowledge (technology) +5,
  Move Silently +12, Profession +6,
  Read/Write English; Repair +5,
  Search +9, Sleight of Hand +4,
  Speak English, Tumble +7.
  Feats: Dodge, Low Pro-
  file, Personal Firearms Pro-
  ficiency, Run, Simple
  Weapons Proficiency,
  Stealthy.
  Possessions: Colt
  Python 
  (.357 
  re-
  volver), 50 rounds of
  .357 caliber ammu-
  nition, knife, lock-
  pick set, multipur-
  pose tool, various
  gear and personal
  possessions.
  High-Level Bur-
  glar (Fast Ordi-
  nary 5/Smart Or-
  dinary 5): CR 9;
  Medium-size
  human; HD 5d8
  +5 plus 5d6+5; hp
  50; Mas 12; Init +3;
  Spd 30 ft.; Defense
  20, touch 20, flat-footed 17 (+3 Dex, +7 class); BAB +5; Grap
  +5; Atk +5 melee (1d3 nonlethal, unarmed strike) or +5
  melee (1d4/19–20, knife); Full Atk +5 melee (1d3 nonlethal,
  unarmed strike) or +5 melee (1d4/19–20, knife) or +9
  ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +2, Ref +7, Will +5; AP 0; Rep +0; Str 10, Dex 16,
  Con 12, Int 15, Wis 13, Cha 8.
  Occupation: Criminal (bonus class skills: Disable Device,
  Move Silently).
  Skills: Balance +8, Craft (mechanical) +10, Disable Device
  +16, Drive +5, Escape Artist +9 , Hide +13, Knowledge (art) +11,
  Knowledge (streetwise) +15, Knowledge (technology) +9,
  Move Silently +14, Profession +8, Read/Write English; Repair
  +7, Search +11, Sleight of Hand +7, Speak English, Tumble +6.
  Feats: Dodge, Low Profile, Mobility, Personal Firearms
  Proficiency, Run, Simple Weapons Proficiency, Stealthy.
  Possessions: Colt Python (.357 revolver), 50 rounds of
  .357 caliber ammunition, knife, lockpick set, multipurpose
  tool, various gear and personal possessions.
  CLERGY
  The ranks of the clergy include ministers, bishops, nuns,
  rabbis, lamas, and priests of every religion. The traditional
  role of the clergy has been to provide spiritual guidance to
  the faithful, to work within the community to promote a
  sense of community, and to extend mercy and compassion
  to those in need wherever possible. The average
  member of the clergy, though, gains no special
  powers from his or her faith; they are not as
  gifted as acolytes. The clergy’s only real
  power is the strength of their convic-
  tions—their belief that they are
  doing divine work.
  Low-level clergy might be
  lay priests, nuns, rabbini-
  cal students, theological
  scholars, and so forth.
  Medium-level clergy
  could include youth
  ministers, younger
  rabbis, and students
  of the Qur’an. The
  high-level clergy
  consist of more
  mature priests,
  ministers, 
  and
  rabbis, mothers
  superior, and so
  forth.
  Low-Level Cler-
  gy (Dedicated
  Ordinary 
  1/
  Charismatic Or-
  dinary 1): CR 1;
  Medium-size
  human; HD 1d6
  plus 1d6; hp 7; Mas
  10; Init +1; Spd 30 ft.;
  Defense 12, touch 12, flat-footed 11
  (+1 Dex, +1 class); BAB +0; Grap –1;
  Atk –1 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk –1
  melee (1d3–1 nonlethal, unarmed
  GM CHARACTERS
  SS
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  strike) or +1 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +2, Ref +2, Will +3; AP 0; Rep +2; Str 8, Dex 12, Con 10,
  Int 13, Wis 14, Cha 15.
  Occupation: Religious (bonus class skills: Knowledge
  [theology and philosophy], Listen).
  Skills: Concentration +1, Decipher Script +2, Diplomacy +3,
  Gather Information +5, Knowledge (behavioral sciences) +6,
  Knowledge (theology and philosophy) +8, Listen +8, Profes-
  sion +3, Read/Write English, Read/Write Language (any
  one), Read/Write Latin, Research +2, Sense Motive +6, Speak
  English, Speak Language (any one), Speak Latin, Spot +7.
  Feats: Alertness, Educated [behavioral science, theology
  and philosophy], Simple Weapons Proficiency.
  Possessions: Holy symbol, various personal possessions.
  Mid-Level Clergy (Dedicated Ordinary 3/Charismatic
  Ordinary 3): CR 5; Medium-size human; HD 3d6 plus 3d6;
  hp 21; Mas 10; Init +1; Spd 30 ft.; Defense 14, touch 14, flat-
  footed 13 (+1 Dex, +3 class); BAB +3; Grap +2; Atk +2 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk +2 melee (1d3–1
  nonlethal, unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +4, Ref +4, Will +5; AP 0; Rep +3;
  Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 16.
  Occupation: Religious (bonus class skills: Knowledge
  [theology and philosophy], Listen).
  Skills: Concentration +3, Decipher Script +5, Diplomacy
  +7, Gather Information +7, Knowledge (behavioral sciences)
  +10, Knowledge (theology and philosophy) +11, Listen +10,
  Profession +4, Read/Write English, Read/Write Language
  (any one), Read/Write Latin, Research +7, Sense Motive +6,
  Speak English, Speak Language (any one), Speak Latin,
  Spot +9.
  Feats: Alertness, Educated [behavioral science, theology
  and philosophy], Renown, Simple Weapons Proficiency,
  Studious.
  Possessions: Holy symbol, various personal possessions.
  High-Level Clergy (Dedicated Ordinary 5/Charismatic
  Ordinary 5): CR 9; Medium-size human; HD 5d6 plus 5d6;
  hp 35; Mas 10; Init +1; Spd 30 ft.; Defense 16, touch 16, flat-
  footed 15 (+1 Dex, +5 class); BAB +5; Grap +4; Atk +4 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk +4 melee (1d3–1
  nonlethal, unarmed strike) or +6 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +6, Ref +5, Will +6; AP 0; Rep +8;
  Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 16.
  Occupation: Religious (bonus class skills: Knowledge
  [theology and philosophy], Listen).
  Skills: Concentration +3, Decipher Script +8, Diplomacy
  +11, Gather Information +10, Knowledge (behavioral sciences)
  +10, Knowledge (theology and philosophy) +15, Listen +11,
  Profession +8, Read/Write English, Read/Write Language
  (any one), Read/Write Latin, Research +8, Sense Motive +9,
  Speak English, Speak Language (any one), Speak Latin,
  Spot +9.
  Feats: Alertness, Educated (Knowledge [behavioral sci-
  ence] and Knowledge [theology and philosophy], Renown,
  Simple Weapons Proficiency, Studious, Trustworthy.
  Possessions: Holy symbol, various personal possessions.
  CONTRACT KILLER
  Contract killers murder for money. Most are free agents, a
  few are talented amateurs, and a large number work for
  organized crime. Their methods are as varied as their vic-
  tims—and so are their fees. The price tag they set is not so
  much the value of a human life (which, to them, is pretty
  low), but their own freedom, should they be caught.
  Low-level contract killers are little more than cold-
  blooded thugs, while the mid-level variety are skilled pro-
  fessionals. High-level contract killers usually have
  “lifetime” contracts with organized crime, big business, or
  even governments.
  Low-Level Contract Killer (Fast Ordinary 2): CR 1;
  Medium-size human; HD 2d8+4; hp 13; Mas 14; Init +2; Spd
  30 ft.; Defense 16, touch 16, flat-footed 14 (+2 Dex, +4 class);
  BAB +1; Grap +2; Atk +2 melee (1d3+1 nonlethal, unarmed
  strike) or +2 melee (1d3+1, brass knuckles) or +2 melee
  (1d4+1/19–20, knife); Full Atk +2 melee (1d3+1 nonlethal,
  unarmed strike) or +2 melee (1d3+1, brass knuckles) or +2
  melee (1d4+1/19–20, knife) or +3 ranged (2d6, Beretta 92F) or
  +3 ranged (2d8, sawed-off shotgun); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 12,
  Dex 15, Con 14, Int 10, Wis 13, Cha 8.
  Occupation: Criminal (bonus class skills: Knowledge
  [streetwise], Sleight of Hand).
  Skills: Drive +4, Hide +7, Knowledge (streetwise) +6, Move
  Silently +7, Profession +4, Read/Write English, Sleight of
  Hand +8, Speak English. 
  Feats: Double Tap, Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency.
  Possessions: 2 Beretta 92Fs (9mm autoloaders), 100
  rounds of 9mm ammunition, sawed-off shotgun (12-gauge
  shotgun), 20 rounds of 12-gauge buckshot, brass knuckles,
  knife, cell phone, Ford Crown Victoria, various gear and
  personal possessions.
  Mid-Level Contract Killer (Fast Ordinary 6): CR 5;
  Medium-size human; HD 6d8+12; hp 39; Mas 14; Init +3; Spd
  30 ft.; Defense 19, touch 19, flat-footed 16 (+3 Dex, +6 class);
  BAB +4; Grap +5; Atk +5 melee (1d3+1 nonlethal, unarmed
  strike) or +5 melee (1d3+1, brass knuckles) or +5 melee
  (1d4+1/19–20, knife); Full Atk +5 melee (1d3+1 nonlethal,
  unarmed strike) or +5 melee (1d3+1, brass knuckles) or +5
  melee (1d4+1/19–20, knife) or +7 ranged (2d6, Beretta 92F) or
  +7 ranged (2d8, sawed-off shotgun); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +4, Ref +6, Will +3; AP 0; Rep +2; Str 12,
  Dex 16, Con 14, Int 10, Wis 13, Cha 8.
  Occupation: Criminal (bonus class skills: Knowledge
  [streetwise], Sleight of Hand).
  Skills: Drive +6, Hide +10, Knowledge (streetwise) +9,
  Move Silently +10, Profession +6, Read/Write English,
  Sleight of Hand +11, Speak English. 
  Feats: Double Tap, Drive-By Attack, Personal Firearms
  Proficiency, Point Blank Shot, Quick Draw, Simple Weapons
  Proficiency.
  Possessions: 2 Beretta 92Fs (9mm autoloaders), 100
  rounds of 9mm ammunition, sawed-off shotgun (12-gauge
  GM CHARACTERS
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  105
  shotgun), 20 rounds of 12-gauge buckshot, brass knuckles,
  knife, cell phone, Ford Crown Victoria, various gear and
  personal possessions.
  High-Level Contract Killer (Fast Ordinary 10): CR 9;
  Medium-size human; HD 10d8+20; hp 65; Mas 14; Init +3; Spd
  30 ft.; Defense 21, touch 21, flat-footed 18 (+3 Dex, +8 class);
  BAB +7; Grap +8; Atk +8 melee (1d3+1 nonlethal, unarmed
  strike) or +8 melee (1d3+1, brass knuckles) or +8 melee
  (1d4+1/19–20, knife); Full Atk +8/+3 melee (1d3+1 nonlethal,
  unarmed strike) or +8/+3 melee (1d3+1, brass knuckles) or
  +8/+3 melee (1d4+1/19–20, knife) or +10/+5 ranged (2d6,
  Beretta 92F) or +10/+5 ranged (2d8, sawed-off shotgun); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +8, Will +5;
  AP 0; Rep +3; Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8.
  Occupation: Criminal (bonus class skills: Knowledge
  [streetwise], Sleight of Hand).
  Skills: Drive +16, Hide +16, Knowledge (streetwise) +14,
  Move Silently +16, Profession +15, Read/Write English,
  Sleight of Hand +17, Speak English.
  Feats: Double Tap, Drive-By Attack, Personal Firearms
  Proficiency, Point Blank Shot, Precise Shot, Quick Draw,
  Simple Weapons Proficiency.
  Possessions: 2 Beretta 92Fs (9mm autoloaders), 100
  rounds of 9mm ammunition, sawed-off shotgun (12-gauge
  shotgun), 20 rounds of 12-gauge buckshot, brass knuckles,
  knife, cell phone, Ford Crown Victoria, various gear and
  personal possessions.
  CULTIST
  Cultists are those people who serve the cause of a particu-
  lar religious group—usually a secret religious group, and
  usually one served by violence and deceit. Cultists carry
  out covert missions, guard the cult’s meeting places, and
  quietly promote the cult’s agendas in the world at large.
  Low-Level Cultist (Tough Ordinary 1/Dedicated
  Ordinary 1): CR 1; Medium-size human; HD 1d10+2 plus
  1d6+2; hp 13; Mas 15; Init +0; Spd 30 ft.; Defense 12, touch 12,
  flat-footed 12 (+2 class); BAB +0; Grap +1; Atk +2 melee (1d3+1
  nonlethal, unarmed strike) or +2 melee (1d8/×3, battleaxe);
  Full Atk +2 melee (1d3+1 nonlethal, unarmed strike) or +2
  melee (1d8/×3, battleaxe) or +0 ranged (2d6, TEC-9); FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +0, Will +3; AP 0;
  Rep +1; Str 13, Dex 10, Con 15, Int 8, Wis 14, Cha 12.
  Occupation: Blue collar (bonus class skills: Climb,
  Drive, Intimidate).
  Skills: Climb +3, Concentration +4, Drive +2, Intimidate +3,
  Knowledge (arcane lore) +1, Knowledge (theology and phi-
  losophy) +1, Profession +3, Read/Write English, Read/Write
  Language (any one), Speak English, Speak Language (any
  one).
  Feats: Archaic Weapon Proficiency, Personal Firearms
  Proficiency, Simple Weapons Proficiency.
  Possessions: TEC-9 (9mm machine
  pistol), battleaxe, 50 rounds of 9mm
  ammunition, dark robes, holy symbol,
  various gear and personal possessions.
  Mid-Level Cultist (Tough Ordinary 3/Dedicated Ordi-
  nary 3): CR 5; Medium-size human; HD 3d10+9 plus 3d6+9;
  hp 45; Mas 16; Init +0; Spd 30 ft.; Defense 17, touch 14, flat-
  footed 17 (+4 class, +3 studded leather); BAB +4; Grap +5; Atk
  +5 melee (1d6+1 nonlethal, unarmed strike) or +4 melee
  (1d8+1/×3, battleaxe); Full Atk +5 melee (1d6+1 nonlethal,
  unarmed strike) or +4 melee (2d8+1/×3, battleaxe) or +4
  ranged (2d6, TEC-9); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +7, Ref +3, Will +5; AP 0; Rep +2; Str 13, Dex 10, Con 16,
  Int 8, Wis 14, Cha 12.
  Occupation: Blue collar (bonus class skills: Climb, Drive,
  Intimidate).
  Skills: Climb +3, Concentration +6, Drive +2, Intimidate
  +4, Knowledge (arcane lore) +5, Knowledge (theology and
  philosophy) +3, Profession +4, Read/Write English,
  Read/Write Language (any one), Sense Motive +4, Speak
  English, Speak Language (any one). 
  Feats: Archaic Weapon Proficiency, Armor Proficiency
  (light), Brawl, Personal Firearms Proficiency, Simple Weapons
  Proficiency.
  Possessions: TEC-9 (9mm machine pistol), battleaxe, 50
  rounds of 9mm ammunition, studded leather armor, dark
  robes, holy symbol, various gear and personal possessions.
  High-Level Cultist (Tough Ordi-
  nary 5/Dedicated Ordinary 5):
  CR 9; Medium-size human; HD
  5d10+15 plus 5d6+15; hp 75; Mas 16;
  Init +0; Spd 20 ft.; Defense 20,
  touch 16, flat-footed 14 (+6 class,
  +4 scale mail); BAB +6; Grap +8;
  GM CHARACTERS
  SS
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  Atk +10 melee (1d8+2 nonlethal, improved unarmed strike)
  or +8 melee (1d8+2/×3, battleaxe); Full Atk +10/+5 melee
  (1d8+2 nonlethal, improved unarmed strike) or +8/+3 melee
  (1d8+2/×3, battleaxe) or +6/+1 ranged (2d6, Uzi); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +9, Ref +2, Will +6; AP 0;
  Rep +3; Str 14, Dex 10, Con 16, Int 8, Wis 14, Cha 12.
  Occupation: Blue collar (bonus class skills: Climb, Drive,
  Intimidate).
  Skills: Climb +3, Concentration +2, Drive +3, Intimidate +4,
  Knowledge (arcane lore) +5, Knowledge (theology and phi-
  losophy) +7, Profession +5, Read/Write English, Read/Write
  Language (any one), Sense Motive +6, Speak English, Speak
  Language (any one). 
  Feats:Archaic Weapon Proficiency, Armor Proficiency (light,
  medium), Brawl, Improved Brawl, Simple Weapons Proficiency.
  Possessions: Uzi (9mm submachine gun), battleaxe, 50
  rounds of 9mm ammunition, scale mail armor, dark robes,
  holy symbol, various gear and personal possessions.
  DEMOLITIONS EXPERT
  Demolitions experts are highly trained individuals who
  specialize in blowing things up or preventing them from
  blowing up in the first place. Low-level demolitions
  experts include commercial professionals who detonate
  small buildings or work in the mining field. Mid-level
  demolitions experts work in police departments in the
  bomb disposal unit. High-level demolitions experts are
  pros that are called in for extremely difficult demolitions,
  including major landmarks or defusing nuclear weapons.
  Most go unarmed, but they may carry weapons if going
  into dangerous situations.
  Low-Level Demolitions Expert (Smart Ordinary 1/Fast
  Ordinary 1): CR 1; Medium-size human; HD 1d6 plus 1d8;
  hp 8; Mas 10; Init +2; Spd 30 ft.; Defense 15, touch 15, flat-
  footed 13 (+2 Dex, +3 class); BAB +0; Grap –1; Atk –1 melee
  (1d3–1 nonlethal, unarmed strike) or –1 melee (1d4–1, pistol
  whip); Full Atk –1 melee (1d3–1 nonlethal, unarmed strike) or
  –1 melee (1d4–1, pistol whip) or +3 ranged (2d6, Glock 17); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +0, Ref +3, Will +2;
  AP 0; Rep +1; Str 8, Dex 14, Con 10, Int 15, Wis 13, Cha 12.
  Occupation: Technician (bonus class skills: Craft (chemi-
  cal), Craft (electronic), Craft (mechanical).
  Skills: Concentration +1, Craft (chemical) +10, Craft (elec-
  tronic) +10, Craft (mechanical) +8, Demolitions +9, Disable
  Device +9, Knowledge (physical sciences) +7, Knowledge
  (technology) +7, Profession +6, Read/Write English; Repair
  +7, Search +6, Speak English.
  Feats: Builder (Craft [chemical] and Craft [electronic]),
  Cautious, Simple Weapons Proficiency.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, demolitions kit, basic electrical tool kit,
  basic mechanical toolkit, chemistry kit, various gear and
  personal possessions.
  Mid-Level Demolitions Expert (Smart Ordinary 3/Fast
  Ordinary 3): CR 5; Medium-size human; HD 3d6 plus 3d8;
  hp 24; Mas 10; Init +2; Spd 30 ft.; Defense 17, touch 17,
  flat-footed 15 (+2 Dex, +5 class); BAB +3; Grap +3; Atk +3
  melee (1d3–1 nonlethal, unarmed strike) or +3 melee (1d4–1,
  pistol whip); Full Atk +3 melee (1d3–1 nonlethal, unarmed
  strike) or +3 melee (1d4–1, pistol whip) or +6 ranged (2d6,
  Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +2, Ref
  +5, Will +4; AP 0; Rep +2; Str 8, Dex 14, Con 10, Int 16, Wis 13,
  Cha 12.
  Occupation: Technician (bonus class skills: Craft (chemi-
  cal), Craft (electronic), Craft (mechanical).
  Skills: Computer Use +7, Concentration +4, Craft
  (chemical) +13, Craft (electronic) +14, Craft (mechanical) +13,
  Demolitions +14, Disable Device +14, Knowledge (physical
  sciences) +13, Knowledge (technology) +13, Profession +10,
  Read/Write English; Repair +14, Search +4, Speak English. 
  Feats: Builder (Craft [chemical] and Craft (electronic]),
  Cautious, Educated (Knowledge [physical sciences] and
  Knowledge [technology]), Gearhead, Simple Weapons
  Proficiency.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, demolitions kit, deluxe electrical tool kit,
  deluxe mechanical toolkit, chemistry kit, various gear and
  personal possessions.
  High-Level Demolitions Expert (Smart Ordinary 5/
  Fast Ordinary 5): CR 9; Medium-size human; HD 5d6 plus
  5d8; hp 40; Mas 10; Init +3; Spd 30 ft.; Defense 19, touch 19,
  flat-footed 17 (+2 Dex, +7 class); BAB +5; Grap +4; Atk +4
  melee (1d3–1 nonlethal, unarmed strike) or +4 melee
  (1d4–1, pistol whip); Full Atk +4 melee (1d3–1 nonlethal,
  unarmed strike) or +4 melee (1d4–1, pistol whip) or +8
  ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +2, Ref +8, Will +5; AP 0; Rep +6; Str 8, Dex 15,
  Con 10, Int 16, Wis 13, Cha 12.
  Occupation: Technician (bonus class skills: Craft (chemi-
  cal), Craft (electronic), Craft (mechanical).
  Skills: Computer Use +10, Concentration +6, Craft (chem-
  ical) +15, Craft (electronic) +15, Craft (mechanical) +17, Demo-
  litions +18, Disable Device +18, Knowledge (physical
  sciences) +16, Knowledge (technology) +16, Profession +14,
  Read/Write English; Repair +17, Search +9, Speak English. 
  Feats: Builder (Craft [chemical] and Craft (electronic]),
  Cautious, Educated [Knowledge (physical sciences) and
  Knowledge (technology)], Gearhead, Lightning Reflexes,
  Simple Weapons Proficiency.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, demolitions kit, deluxe electrical tool kit,
  deluxe mechanical toolkit, chemistry kit, various gear and
  personal possessions.
  ER PHYSICIAN
  When the heroes are wounded or ill, often the first person
  truly able to help them is the physician on call in the local
  emergency room. The ER physician’s job is to diagnose and
  treat the patient until the patient can leave, or at least until
  he or she becomes stabilized. These physicians remove bul-
  lets, stitch wounds closed, administer antitoxins and antibi-
  otics, and generally keep people from dying.
  Low-level ER physicians include interns and nurses;
  mid-level ER physicians are the resident physicians. The
  high-level types are usually the surgeons and head nurses.
  106
  GM CHARACTERS
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  107
  Low-Level ER Physician (Smart Ordinary 1/Dedicated
  Ordinary 1): CR 1; Medium-size human; HD 1d6 plus 1d6;
  hp 7; Mas 10; Init +1; Spd 30 ft.; Defense 12, touch 12, flat-
  footed 11 (+1 Dex, +1 class); BAB +0; Grap –1; Atk –1 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk –1 melee (1d3–1
  nonlethal, unarmed strike) or +1 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +1, Ref +1, Will +4; AP 0; Rep +2;
  Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12.
  Occupation: Emergency services (bonus class skills:
  Knowledge [behavioral sciences], Treat Injury).
  Skills: Computer Use +7, Concentration +2, Craft (phar-
  maceutical) +9, Diplomacy +3, Drive +3, Knowledge (behav-
  ioral sciences) +9, Knowledge (earth and life sciences) +10,
  Profession +7, Read/Write English, Read/Write Language
  (any two), Research +7, Speak English, Speak Language (any
  two), Treat Injury +10.
  Feats: Educated (Knowledge [behavioral sciences] and
  [earth and life science]), Medical Expert, Simple Weapons
  Proficiency.
  Possessions: Trauma kit, first aid kit, cell phone, various
  gear and personal possessions.
  Mid-Level ER Physician (Smart Ordinary 3/Dedicated
  3): CR 5; Medium-size human; HD 3d6 plus 3d6; hp 21; Mas 10;
  Init +1; Spd 30 ft.; Defense 14, touch 14, flat-footed 13 (+1 Dex,
  +3 class); BAB +3; Grap +2; Atk +2 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk +2 melee (1d3–1 nonlethal,
  unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +3, Ref +3, Will +6; AP 0; Rep +2; Str 8, Dex 13,
  Con 10, Int 15, Wis 15, Cha 12.
  Occupation: Emergency services (bonus class skills:
  Knowledge [behavioral sciences], Treat Injury).
  Skills: Balance +5, Computer Use +10, Concentration +4,
  Craft (pharmaceutical) +7, Diplomacy +5, Drive +5,
  Knowledge (behavioral sciences) +11, Knowl-
  edge (earth and life sciences) +12, Profession
  +10, Read/Write English, Read/Write
  Language (any two), Research +8,
  Speak English, Speak Language (any
  two), Treat Injury +14.
  Feats: Educated (Knowl-
  edge [behavioral sciences]
  and Knowledge [earth and
  life science]), Focused,
  Medical Expert, Simple
  Weapons Proficiency,
  Surgery.
  Possessions: Trauma kit, first aid kit, cell
  phone, various gear and personal possessions.
  High-Level ER Physician (Smart Ordinary 5/
  Dedicated Ordinary 5): CR 9; Medium-size
  human; HD 5d6 plus 5d6; hp 35; Mas 10; Init +1;
  Spd 30 ft.; Defense 16, touch 16, flat-footed 15 (+1
  Dex, +5 class); BAB +5; Grap +4; Atk +4 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk +4
  melee (1d3–1 nonlethal, unarmed strike) or
  +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +4, Ref +5, Will +8; AP 0; Rep +4;
  Str 8, Dex 13, Con 10, Int 16, Wis 15, Cha 12.
  Occupation: Emergency services (bonus class skills:
  Knowledge [behavioral sciences], Treat Injury).
  Skills: Balance +5, Computer Use +12, Concentration +6,
  Craft (pharmaceutical) +10, Decipher Script +7, Diplomacy
  +5, Drive +6, Knowledge (behavioral sciences) +18, Knowl-
  edge (earth and life sciences) +19, Profession +15, Read/
  Write English, Read/Write Language (any two), Research
  +16, Speak English, Speak Language (any two), Spot +7, Treat
  Injury +18. 
  Feats: Educated (Knowledge [behavioral sciences] and
  Knowledge (earth and life science)], Focused, Medical
  Expert, Simple Weapons Proficiency, Studious, Surgery.
  Possessions: Trauma kit, first aid kit, cell phone, various
  gear and personal possessions.
  FIREFIGHTER
  Firefighters all around the world are heroes on a daily basis.
  They rush into burning buildings to save our homes, our
  offices, our pets, and our loved ones. Firefighters battle
  brushfires and forest fires, and they provide support to
  police and paramedic units. A large number of them are
  actually volunteers; they risk their lives not for pay, but
  instead out of a sense of civic duty.
  The low-level firefighter is a volunteer, and the mid-level
  version is a seasoned volunteer or a full-time firefighter.
  The high-level firefighter is often the
  “fireground commander,” who is
  responsible for coordinating 
  the others and looking after 
  their safety.
  KM
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  GM CHARACTERS
  108
  Low-Level Firefighter (Strong Ordinary 1/Dedicated
  Ordinary 1): CR 1; Medium-size human; HD 1d8+2 plus
  1d6+2; hp 12; Mas 14; Init +1; Spd 25 ft.; Defense 17, touch 13,
  flat-footed 16 (+1 Dex, +2 class, +4 turnout coat); BAB +1;
  Grap +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike); Full
  Atk +4 melee (1d6+2 nonlethal, unarmed strike) or +3 melee
  (1d8+2/19–20, fire axe) or +2 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +4, Ref +1, Will +2; AP 0; Rep +1; Str 15,
  Dex 12, Con 14, Int 8, Wis 13, Cha 10.
  Occupation: Emergency services (bonus class skills:
  Climb, Drive).
  Skills: Climb +4, Drive +5, Profession +4, Read/Write Eng-
  lish, Speak English, Spot +5.
  Feats: Brawl, Armor Proficiency (light), Simple Weapons
  Proficiency.
  Possessions: Fire axe, turnout coat, gas mask and air
  supply, professional walkie-talkie.
  Mid-Level Firefighter (Strong Ordinary 3/Dedicated
  Ordinary 3): CR 5; Medium-size human; HD 3d8+6 plus
  3d6+6; hp 34; Mas 14; Init +1; Spd 25 ft.; Defense 19, touch 15,
  flat-footed 18 (+1 Dex, +4 class, +4 turnout coat); BAB +5;
  Grap +8; Atk +9 melee (1d6+3 nonlethal, unarmed strike); Full
  Atk +9 melee (1d6+3 nonlethal, unarmed strike) or +8 melee
  (1d8+3/19–20, fire axe) or +6 ranged; FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +8, Ref +3, Will +4; AP 0; Rep +1; Str 16,
  Dex 12, Con 14, Int 8, Wis 13, Cha 10.
  Occupation: Emergency services (bonus class skills:
  Climb, Drive).
  Skills: Climb +6, Drive +7, Profession +5, Read/Write Eng-
  lish, Speak English, Spot +7, Treat Injury +7.
  Feats: Brawl, Armor Proficiency (light), Endurance, Great
  Fortitude, Simple Weapons Proficiency.
  Possessions: Fire axe, turnout coat, gas mask and air
  supply, professional walkie-talkie.
  High-Level Firefighter (Strong Ordinary 5/Dedicated
  Ordinary 5): CR 9; Medium-size human; HD 5d8+10 plus
  5d6+10; hp 60; Mas 17; Init +1; Spd 25 ft.; Defense 21, touch 17,
  flat-footed 20 (+1 Dex, +6 class, +4 turnout coat); BAB +8;
  Grap +11; Atk +11 melee (1d6+3 nonlethal, unarmed strike);
  Full Atk +11/+6 melee (1d6+3 nonlethal, unarmed strike) or
  +11/+6 melee (1d8+3/19–20, fire axe) or +9/+4 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +10, Ref +3, Will +6;
  AP 0; Rep +3; Str 16, Dex 12, Con 14, Int 8, Wis 14, Cha 10.
  Occupation: Emergency services (bonus class skills:
  Climb, Drive).
  Skills: Climb +8, Drive +9, Profession +8, Read/Write
  English, Speak English, Spot +11, Treat Injury +11.
  Feats: Brawl, Armor Proficiency (light), Endurance, Great
  Fortitude, Improved Damage Threshold, Simple Weapons
  Proficiency.
  Possessions: Fire axe, turnout coat, gas mask and air
  supply, professional walkie-talkie.
  FRINGE SCIENTIST
  Fringe scientists research theories that conventional scien-
  tists denounce as pseudoscientific nonsense. Despite being
  thought of as crackpots and charlatans, though, fringe sci-
  entists are occasionally responsible for great advances—
  though their work is often hijacked by “legitimate”
  scientists when the fringe scientist’s theories become
  popular enough.
  Low-level fringe scientists are little more than talented
  dabblers, while the mid-level and high-level types have
  fully developed (and sometimes lunatic) theories. High-
  level fringe scientists are often more obscure than
  mid-level ones, either because they prefer anonymity
  or because the greater scientific community seeks to
  discredit them.
  Low-Level Fringe Scientist (Smart Ordinary 1/Dedi-
  cated Ordinary 1): CR 1; Medium-size human; HD 1d6–1 plus
  1d6–1; hp 5; Mas 8; Init +1; Spd 30 ft.; Defense 12, touch 12,
  flat-footed 11 (+1 Dex, +1 class); BAB +0; Grap +0; Atk +0
  melee (1d3 nonlethal, unarmed strike); Full Atk +0 melee (1d3
  nonlethal, unarmed strike) or +1 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +0, Ref +1, Will +4; AP 0; Rep +2;
  Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13.
  Occupation: Technician (bonus class skills: Craft
  [electronic], Knowledge [technology], Research).
  Skills: Computer Use +6, Craft (chemical) +8, Craft (elec-
  tronic) +9, Demolitions +4, Disable Device +6, Investigate +7,
  Knowledge (arcane lore) +4, Knowledge (earth and life sci-
  ences) +7, Knowledge (physical sciences) +9, Knowledge
  (popular culture) +4, Knowledge (technology) +10, Profes-
  sion +3, Read/Write English, Read/Write Language (any
  two), Research +6, Search +3, Speak English, Speak Language
  (any two), Treat Injury +4. 
  Firefighter Equipment
  Two pieces of firefighter equipment are not found in the d20 Modern Roleplaying Game: fire axes and turnout
  coats.
  Damage
  Range
  Purchase
  Weapon
  Type
  Damage
  Critical
  Type
  Increment
  Size
  Weight
  DC
  Restriction
  Fire Axe
  Simple
  1d8
  19–20
  Slashing
  —
  Large
  8 lb.
  5
  —
  Equipment Nonprof.
  Maximum
  Armor
  Speed
  Purchase
  Armor
  Type
  Bonus
  Bonus
  Dex Bonus
  Penalty
  (30 ft.)
  Weight
  DC
  Restriction
  Turnout
  Impromptu +4
  +1
  +3
  –3
  25
  15 lb.
  13
  Lic. (+1)
  Coat1 (light)
  1 Turnout coats also provide fire resistance 5 to the wearer and cannot catch fire.
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  Feats: Builder, Educated (Knowledge [physical sciences]
  and Knowledge [technology]), Simple Weapons Proficiency.
  Possessions: Lab coat, lab kit appropriate to field of
  expertise, desktop computer (with broadband modem
  and printer), cell phone, various gear and personal
  possessions.
  Mid-Level Fringe Scientist (Smart Ordinary 3/Ded-
  icated Ordinary 3): CR 5; Medium-size human; HD
  3d6–3 plus 3d6–3; hp 15; Mas 8; Init +1; Spd 30 ft.;
  Defense 14, touch 14, flat-footed 13 (+1 Dex, +3 class); BAB
  +3; Grap +3; Atk +3 melee (1d3 nonlethal, unarmed strike);
  Full Atk +3 melee (1d3 nonlethal, unarmed strike) or +4
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +2, Ref
  +0, Will +6; AP 0; Rep +2; Str 10, Dex 12, Con 8, Int 16, Wis
  14, Cha 13.
  Occupation: Technician (bonus class skills: Craft [elec-
  tronic], Knowledge [technology], Research).
  Skills: Computer Use +9, Craft (chemical) +11, Craft
  (electronic) +15, Demolitions +7, Disable Device +9, Inves-
  tigate +12, Knowledge (arcane lore) +9, Knowledge (earth
  and life sciences) +11, Knowledge (physical sciences) +14,
  Knowledge (popular culture) +5, Knowledge (technol-
  ogy) +15, Profession +5, Read/Write English, Read/Write
  Language (any three), Research +9, Search +5, Speak Eng-
  lish, Speak Language (any three), Treat Injury +6. 
  Feats: Builder, Cautious, Educated (Knowledge
  [physical sciences] and Knowledge [technology]), Low
  Profile, Simple Weapons Proficiency.
  Possessions: Lab coat, lab kit appropriate to field
  of expertise, desktop computer (with broadband
  modem and printer), cell phone, various gear and
  personal possessions.
  High-Level Fringe Scientist (Smart Ordinary 5/Dedi-
  cated Ordinary 5): CR 9; Medium-size human; HD 5d6–5
  plus 5d6–5; hp 25; Mas 8; Init +1; Spd 30 ft.; Defense 16, touch
  16, flat-footed 15 (+1 Dex, +5 class); BAB +5; Grap +5; Atk +5
  melee (1d3 nonlethal, unarmed strike); Full Atk +5 melee (1d3
  nonlethal, unarmed strike) or +6 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +3, Ref +3, Will +8; AP 0; Rep +1;
  Str 10, Dex 12, Con 8, Int 17, Wis 14, Cha 13.
  Occupation: Technician (bonus class skills: Craft [elec-
  tronic], Knowledge [technology], Research).
  Skills: Computer Use +9, Craft (chemical) +13, Craft (elec-
  tronic) +19, Demolitions +10, Disable Device +13, Investigate
  +15, Knowledge (arcane lore) +12, Knowledge (earth and life
  sciences) +16, Knowledge (physical sciences) +18, Knowledge
  (popular culture) +9, Knowledge (technology) +19, Profession
  +7, Read/Write English, Read/Write Language (any three),
  Research +11, Search +7, Speak English, Speak Language (any
  three), Treat Injury +8. 
  Feats: Builder, Cautious, Educated (Knowledge [earth and
  life sciences], Knowledge [physical sciences], Knowledge
  [popular culture], and Knowledge [technology]), Low Pro-
  file, Simple Weapons Proficiency.
  Possessions: Lab coat, lab kit appropriate to field of
  expertise, desktop computer (with broadband modem and
  printer), cell phone, various gear and personal possessions.
  GOVERNMENT AGENT
  Various government branches such as the FBI,
  ATF, INS, and CIA send agents to investigate crimes, evaluate
  threats, provide back-up for government investigators, and
  gather data on incidents. The low-level agent below is a
  rookie. The mid-level agent is a seasoned agent assigned to
  difficult cases and may lead a small team of three or four
  other agents. The high-level agent handles high-priority
  cases, including highly visible cases and those involving
  major public figures (such as members of federal or state
  administrations).
  Low-Level Government Agent (Tough Ordinary 1/Smart
  Ordinary 1/Dedicated Ordinary 1): CR 2; Medium-size
  human; HD 1d10+1 plus 1d6+1 plus 1d6+1; hp 15; Mas 13; Init +1;
  Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex, +2
  class); BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal,
  unarmed strike); Full Atk +0 melee (1d3 nonlethal, unarmed
  strike) or +1 ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +3, Ref +1, Will +4; AP 0; Rep +2;
  Str 10, Dex 12, Con 13, Int 15, Wis 14, Cha 8.
  Occupation: Law enforcement (bonus class skills: Diplo-
  macy, Gather Information).
  Skills: Computer Use +3, Diplomacy +1, Drive +3, Gather
  Information +3, Intimidate +3, Investigate +7, Knowledge
  (behavioral sciences) +5, Knowledge (civics) +4, Knowledge
  109
  GM CHARACTERS
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  110
  (current events) +6, Knowledge (streetwise) +6, Profession
  +5, Read/Write English, Read/Write Language (any one),
  Search +5, Sense Motive +6, Speak English, Speak Language
  (any one), Spot +3.
  Feats: Attentive, Dodge, Educated (Knowledge [current
  events] and Knowledge [streetwise]), Personal Firearms Pro-
  ficiency, Simple Weapons Proficiency.
  Possessions:Ruger Service-Six (.38S revolver with concealed
  carry holster), 50 rounds of .38 special ammunition, steel hand-
  cuffs, 35mm camera, cell phone, notebook computer, basic evi-
  dence kit, various gear and personal possessions.
  Mid-Level Government Agent (Tough Ordinary 2/
  Smart Ordinary 2/Dedicated Ordinary 2): CR 5;
  Medium-size human; HD 2d10+2 plus 2d6+2 plus 2d6+2;
  hp 31; Mas 13; Init +1; Spd 30 ft.; Defense 16, touch 16, flat-
  footed 15 (+1 Dex, +5 class); BAB +3; Grap +3; Atk +3 melee
  (1d3 nonlethal, unarmed strike); Full Atk +3 melee (1d3 non-
  lethal, unarmed strike) or +5 ranged (2d6, Glock 17) or +4
  ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.;
  AL any; SV Fort +5, Ref +1, Will +6; AP 0; Rep +2; Str 10,
  Dex 12, Con 13, Int 16, Wis 14, Cha 8.
  Occupation: Law enforcement (bonus class skills:
  Diplomacy, Gather Information).
  Skills: Computer Use +6, Diplomacy +2, Drive +3, Gather
  Information +4, Intimidate +4, Investigate +13, Knowledge
  (behavioral sciences) +8, Knowledge (civics) +7, Knowledge
  (current events) +9, Knowledge (streetwise) +8, Profession
  +6, Read/Write English, Read/Write Language (any one),
  Search +9, Sense Motive +9, Speak English, Speak Language
  (any one), Spot +4.
  Feats: Attentive, Dodge, Educated (Knowledge [current
  events] and Knowledge [streetwise]), Personal Firearms Pro-
  ficiency, Point Blank Shot, Simple Weapons Proficiency.
  Possessions: Glock 17 (9mm autoloader with concealed
  carry holster), 50 rounds of 9mm ammunition, Ruger Ser-
  vice-Six (.38S revolver with concealed carry holster), 50
  rounds of .38 special ammunition, steel handcuffs, 35mm
  camera, cell phone, notebook computer, basic evidence kit,
  various gear and personal possessions.
  High-Level Government Agent (Tough Ordinary 3/
  Smart Ordinary 3/Dedicated Ordinary 3): CR 8; Medium-
  size human; HD 3d10+6 plus 3d6+6 plus 3d6+6; hp 55; Mas 14;
  Init +1; Spd 30 ft.; Defense 16, touch 16, flat-footed 15 (+1 Dex,
  +5 class); BAB +5; Grap +5; Atk +5 melee (1d3 nonlethal,
  unarmed strike); Full Atk +5 melee (1d3 nonlethal, unarmed
  strike) or +7 ranged (2d6, Glock 17) or +6 ranged (2d6, Ruger
  Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +7,
  Ref +4, Will +7; AP 0; Rep +3; Str 10, Dex 12, Con 14, Int 16,
  Wis 14, Cha 8.
  Occupation: Law enforcement (bonus class skills: Diplo-
  macy, Gather Information).
  Skills: Computer Use +6, Diplomacy +2, Drive +4, Gather
  Information +5, Intimidate +5, Investigate +13, Knowledge
  (behavioral sciences) +8, Knowledge (civics) +9, Knowledge
  (current events) +11, Knowledge (streetwise) +11, Profession
  +9, Read/Write English, Read/Write Language (any one),
  Search +14, Sense Motive +13, Speak English, Speak Language
  (any one), Spot +8.
  Feats: Attentive, Dodge, Educated (Knowledge [current
  events] and Knowledge [streetwise]), Personal Firearms Pro-
  ficiency, Point Blank Shot, Precise Shot, Simple Weapons
  Proficiency.
  Possessions: Glock 17 (9mm autoloader with concealed
  carry holster), 50 rounds of 9mm ammunition, Ruger Ser-
  vice-Six (.38S revolver with concealed carry holster), 50
  rounds of .38 special ammunition, steel handcuffs, digital
  camera, cell phone, notebook computer, deluxe evidence
  kit, various gear and personal possessions.
  GOVERNMENT INVESTIGATOR
  Government investigators include investigators of govern-
  ment agencies such as the ATF and FBI. Low-level govern-
  ment investigators are typically rookies. Mid-level agents
  have more access to sensitive information and often are
  first on the scene for unusual circumstances. High-level
  government agents have top secret clearance and can
  easily requisition additional equipment, information, or
  manpower. Government investigators rarely carry armor or
  weapons larger than pistols, unless entering into a known
  hostile situation.
  Low-Level Government Investigator (Strong Ordi-
  nary 1/Smart Ordinary 1): CR 1; Medium-size human; HD
  1d8+1 plus 1d6+1; hp 10; Mas 13; Init –1; Spd 30 ft.; Defense 10,
  touch 10, flat-footed 10 (–1 Dex, +1 class); BAB +1; Grap +3;
  Atk +3 melee (1d3+2 nonlethal, unarmed strike); Full Atk +3
  melee (1d3+2 nonlethal, unarmed strike) or –1 ranged (2d6,
  Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +2,
  Ref –1, Will +2; AP 0; Rep +1; Str 14, Dex 8, Con 13, Int 15,
  Wis 12, Cha 10.
  Occupation: Investigative (bonus class skills: Gather
  Information, Investigate).
  Skills: Computer Use +6, Diplomacy +1, Gather Informa-
  tion +4, Investigate +9, Knowledge (behavioral science) +4,
  Knowledge (civics) +3, Profession +4, Read/Write English,
  Read/Write Language (any one), Research +7, Sense Motive
  +4, Speak English, Speak Language (any one).
  Feats: Attentive, Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, various gear and personal possessions.
  Mid-Level Government Investigator (Strong Ordi-
  nary 3/Smart Ordinary 3): CR 5; Medium-size human; HD
  3d8+3 plus 3d6+3; hp 28; Mas 13; Init –1; Spd 30 ft.; Defense
  12, touch 12, flat-footed 12 (–1 Dex, +3 class); BAB +4; Grap +6;
  Atk +6 melee (1d3+2 nonlethal, unarmed strike); Full Atk +6
  melee (1d3+2 nonlethal, unarmed strike) or +3 ranged (2d6,
  Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4,
  Ref +1, Will +4; AP 0; Rep +1; Str 15, Dex 8, Con 13, Int 15,
  Wis 12, Cha 10.
  Occupation: Investigative (bonus class skills: Gather
  Information, Investigate).
  Skills: Computer Use +6, Diplomacy +4, Gather Informa-
  tion +11, Investigate +13, Knowledge (behavioral science) +4,
  Knowledge (civics) +7, Knowledge (current events) +4,
  Knowledge (streetwise) +4, Profession +8, Read/Write
  GM CHARACTERS
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  111
  English, Read/Write Language (any one), Research +8, Sense
  Motive +6, Speak English, Speak Language (any one),
  Swim +4.
  Feats: Attentive, Defensive Martial Arts, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons Pro-
  ficiency, Trustworthy.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, various gear and personal possessions.
  High-Level Government Investigator (Strong Ordi-
  nary 5/Smart Ordinary 5): CR 9; Medium-size human; HD
  5d8+10 plus 5d6+10; hp 60; Mas 14; Init –1; Spd 30 ft.;
  Defense 14, touch 14, flat-footed 14 (–1 Dex, +5 class); BAB +7;
  Grap +9; Atk +9 melee (1d3+2 nonlethal, unarmed strike); Full
  Atk +9/+4 melee (1d3+2 nonlethal, unarmed strike) or +6/+1
  ranged (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +6, Ref +1, Will +5; AP 0; Rep +3; Str 15, Dex 8, Con 14,
  Int 15, Wis 12, Cha 10.
  Occupation: Investigative (bonus class skills: Gather
  Information, Investigate).
  Skills: Computer Use +11, Diplomacy +5, Gather Informa-
  tion +15, Investigate +17, Knowledge (behavioral science) +8,
  Knowledge (civics) +11, Knowledge (current events) +5,
  Knowledge (streetwise) +6, Profession +11, Read/Write Eng-
  lish, Read/Write Language (any one), Research +9, Sense
  Motive +8, Speak English, Speak Language (any one),
  Swim +5.
  Feats: Attentive, Combat Throw, Defensive Martial Arts,
  Personal Firearms Proficiency, Point Blank Shot, Simple
  Weapons Proficiency, Trustworthy.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, various gear and personal possessions.
  GOVERNMENT BUREAUCRAT
  The administration of every nation is full of people whose
  job it is to keep the administration running—not smoothly,
  necessarily, just running. In an ideal world, these individuals
  are there to serve the needs of the common citizenry; they
  speak to the public on behalf of the government, and they
  speak to the government on behalf of the public. Some-
  times, however, these bureaucrats may prove to be more of
  a hindrance than a help.
  The low-level government bureaucrat is an exceedingly
  minor functionary—one of the teeming masses of civil ser-
  vants that the heroes are likely to encounter first in any gov-
  ernment office (and most likely, the only person they’ll
  speak to). If the heroes bypass the “front-office,” they can
  encounter the mid-level bureaucrat: a middle manager who
  may be a bit more polished in dealing with the public and
  any concerns the public has. The high-level government
  bureaucrat is most likely the head of the office. While some
  high-level bureaucrats may genuinely have the interests of
  the public in mind, others may spend time angling for an
  official appointment, leaving mid-level aides to do all the
  real work.
  Low-Level Government Bureaucrat (Dedicated Ordi-
  nary 2): CR 1; Medium-size human; HD 2d6; hp 7; Mas 10;
  Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex,
  +2 class); BAB +1; Grap +0; Atk +0 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk +0 melee (1d3–1 nonlethal,
  unarmed strike) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +2, Ref +1, Will +6; AP 0; Rep +1; Str 8, Dex 12,
  Con 10, Int 13, Wis 15, Cha 14.
  Occupation: White collar (bonus class skills: Diplomacy,
  Knowledge [civics]).
  Skills: Diplomacy +7, Knowledge (business) +8, Knowl-
  edge (civics) +9, Knowledge (current events) +6, Profes-
  sion +6, Read/Write English, Read/Write Language (any
  one), Sense Motive +6, Speak English, Speak Language
  (any one).
  Feats: Educated (Knowledge [business] and Knowledge
  [civics]), Iron Will, Simple Weapons Proficiency.
  Possessions: Business casual suit, cell phone, desktop
  computer (with broadband modem and printer), various
  gear and personal possessions.
  Mid-Level Government Bureaucrat (Dedicated Ordi-
  nary 6): CR 5; Medium-size human; HD 6d6; hp 21; Mas 10;
  Init +1; Spd 30 ft.; Defense 14, touch 14, flat-footed 13 (+1 Dex,
  +3 class); BAB +4; Grap +3; Atk +3 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk +3 melee (1d3–1 nonlethal, unarmed
  strike) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +3, Ref +3, Will +8; AP 0; Rep +2; Str 8, Dex 12, Con 10,
  Int 13, Wis 16, Cha 14.
  Occupation: White collar (bonus class skills: Diplomacy,
  Knowledge [civics]).
  Skills: Diplomacy +13, Gather Information +6, Knowledge
  (business) +12, Knowledge (civics) +13, Knowledge (current
  events) +9, Profession +11, Read/Write English, Read/Write
  Language (any one), Sense Motive +10, Speak English, Speak
  Language (any one).
  Feats: Educated, Iron Will, Simple Weapons Proficiency,
  Trustworthy, Windfall.
  Possessions: Business suit, cell phone, notebook com-
  puter (with broadband modem and printer), various gear
  and personal possessions.
  High-Level Government Bureaucrat (Dedicated Ordi-
  nary 10): CR 9; Medium-size human; HD 10d6; hp 35; Mas 10;
  Init +1; Spd 30 ft.; Defense 16, touch 16, flat-footed 15 (+1 Dex,
  +5 class); BAB +7; Grap +6; Atk +6 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk +6/+1 melee (1d3–1 nonlethal,
  unarmed strike) or +8/+3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.;
  AL any; SV Fort +5, Ref +4, Will +10; AP 0; Rep +7; Str 8,
  Dex 12, Con 10, Int 13, Wis 17, Cha 14.
  Occupation: White collar (bonus class skills: Diplomacy,
  Knowledge [civics]).
  Skills: Diplomacy +13, Gather Information +8, Knowledge
  (business) +16, Knowledge (civics) +17, Knowledge (current
  events) +13, Profession +15, Read/Write English, Read/Write
  Language (any one), Sense Motive +13, Speak English, Speak
  Language (any one). 
  Feats: Educated, Iron Will, Renown, Simple Weapons
  Proficiency, Trustworthy, Windfall.
  Possessions: Business suit, cell phone, notebook com-
  puter (with broadband modem and printer), PDA, various
  gear and personal possessions.
  GM CHARACTERS
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  GRIFTER
  Grifters make their livings pulling the smallest of confidence
  scams: short-term cons that net fewer than a hundred dol-
  lars each. Low-level grifters usually run fixed games such as
  Three-Card Monte, billiards hustles, or scams that play on
  the victim’s greed, such as the classic “Pigeon Drop” or the
  “Donation Can.” Mid-level grifters generally ply the confi-
  dence scams, posing as some sort of workman or non-
  native speaker. High-level grifters play these roles to the
  hilt, often working in groups of two to four to help establish
  their credibility.
  Some typical scams include Three-Card Monte, in
  which the dealer lays out three cards face-down, and the
  mark pays $20 to try to guess which the ace is for a $100
  payoff. The dealer, though, uses Sleight of Hand to
  replace the ace with a different card. Variants include a
  lookout, a shill (who pretends to have won, proving the
  game can be beaten), and a “muscle man” (in case a player
  complains). Another classic is the Pigeon Drop, in which
  the grifter and his shill arrange to find a large sum of
  money at the same time as the mark. The grifter agrees to
  share the money with the others, and convinces the mark
  to put up some amount of money as a sign of good faith.
  The shill then distracts the mark while the grifter slips
  away with the cash.
  Low-Level Grifter (Fast Ordinary 1/Charismatic Ordi-
  nary 1): CR 1; Medium-size human; HD 1d8 plus 1d6; hp 8;
  Mas 10; Init +2; Spd 30 ft.; Defense 15, touch 15, flat-footed 13
  (+2 Dex, +3 class); BAB +0; Grap –1; Atk –1 melee (1d3–1
  nonlethal, unarmed strike); Full Atk –1 melee (1d3–1 non-
  lethal, unarmed strike) or –1 melee (1d3 electricity, stun
  gun) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +1, Ref +4, Will +1; AP 0; Rep +3;
  Str 8, Dex 14, Con 10, Int 12, Wis 13,
  Cha 15.
  Occupation: Entrepre-
  neur (bonus class skills: Bluff,
  Diplomacy).
  Skills: Bluff +9, Diplomacy +9, Dis-
  guise +6, Gather Information +9,
  Hide +4, Knowledge (street-
  wise) +6, Profession +4, Read/
  Write English, Read/Write Lan-
  guage (any one), Sleight of Hand +6,
  Speak English, Speak Language (any
  one).
  Feats: Deceptive, Simple Weapons
  Proficiency, Trustworthy.
  Possessions: Stun gun, aluminum travel
  case (40 lb. capacity), casual clothes, cell
  phone, various gear and personal possessions.
  Mid-Level Grifter (Fast Ordinary 3/Charismatic Ordi-
  nary 3): CR 5; Medium-size human; HD 3d8 plus 3d6; hp 24;
  Mas 10; Init +2; Spd 30 ft.; Defense 17, touch 17, flat-footed 15
  (+2 Dex, +5 class); BAB +3; Grap +2; Atk +2 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +2 melee (1d3–1 nonlethal,
  unarmed strike) or +2 melee (1d3 electricity, stun gun) or +5
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +6,
  Will +3; AP 0; Rep +1; Str 8, Dex 14, Con 10, Int 12, Wis 13,
  Cha 16.
  Occupation: Entrepreneur (bonus class skills: Bluff,
  Diplomacy).
  Skills: Bluff +14, Diplomacy +14, Disguise +8, Gather Infor-
  mation +14, Hide +6, Knowledge (popular culture) +7, Knowl-
  edge (streetwise) +10, Profession +7, Read/Write English,
  Read/Write Language (any one), Sleight of Hand +8, Speak
  English, Speak Language (any one).
  Feats: Deceptive, Low Profile, Run, Simple Weapons Pro-
  ficiency, Trustworthy.
  Possessions: Stun gun, aluminum travel case (40 lb.
  capacity), casual clothes, cell phone, various gear and per-
  sonal possessions.
  High-Level Grifter (Fast Ordinary 5/Charismatic Ordi-
  nary 5): CR 9; Medium-size human; HD 5d8 plus 5d6; hp 40;
  Mas 10; Init +2; Spd 30 ft.; Defense 19, touch 19, flat-footed 17
  (+2 Dex, +7 class); BAB +5; Grap +4; Atk +4 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +4 melee (1d3–1 nonlethal,
  unarmed strike) or +4 melee (1d3 electricity, stun gun) or +3
  ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.;
  AL any; SV Fort +4, Ref +8, Will +4; AP 0; Rep +2; Str 8, Dex 14,
  Con 10, Int 12, Wis 14, Cha 16.
  Occupation: Entrepreneur (bonus class skills: Bluff,
  Diplomacy).
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  GM CHARACTERS
  KK
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  113
  Skills: Bluff +18, Diplomacy +18, Disguise +12, Gather
  Information +18, Hide +6, Knowledge (popular culture) +11,
  Knowledge (streetwise) +14, Profession +12, Read/Write Eng-
  lish, Read/Write Language (any one), Sleight of Hand +10,
  Speak English, Speak Language (any one). 
  Feats: Deceptive, Dodge, Low Profile, Run, Simple Weap-
  ons Proficiency, Trustworthy.
  Possessions: Stun gun, Ruger Service-Six (.38S revolver),
  50 rounds of .38 special ammunition, aluminum travel case
  (75 lb. capacity), casual clothes, cell phone, various gear and
  personal possessions.
  HIGH-TECH CRIMINAL
  A handful of criminals around the world subscribe to the
  theory that it’s better to work smart than to work hard.
  Instead of pulling a series of low-yield criminal capers, full
  of guns and ski masks and police chases, they’re a bit lazier.
  They prefer careful and innovative plans that take advan-
  tages of weaknesses the security experts haven’t even
  thought of yet to steal something priceless—something that
  most people don’t even think of as valuable.
  The low-level high-tech criminal is little more than an
  amateur computer hacker or a gadget freak. The mid-level
  variety is a veteran hacker or safecracker. The high-level
  high-tech criminal is usually a mastermind, with a penchant
  for committing crimes from a safe distance.
  Low-Level High-Tech Criminal (Fast Ordinary 1/Smart
  Ordinary 1): CR 1; Medium-size human; HD 1d8 plus 1d6;
  hp 8; Mas 10; Init +2; Spd 30 ft.; Defense 15, touch 15, flat-
  footed 13 (+2 Dex, +3 class); BAB +0; Grap –1; Atk –1 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk –1 melee (1d3–1
  nonlethal, unarmed strike) or –2 ranged (2d6, Beretta 92F);
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +0, Ref +3, Will +2;
  AP 0; Rep +1; Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13.
  Occupation: Technician (bonus class skills: Computer
  Use, Knowledge [technology]).
  Skills: Computer Use +9, Craft (electronic) +8, Craft
  (mechanical) +8, Drive +3, Escape Artist +4, Hide +3, Knowl-
  edge (streetwise) +6, Knowledge (technology) +6, Move
  Silently +4, Pilot +3, Profession +5, Read/Write English,
  Read/Write Language (any two); Repair +8, Speak English,
  Speak Language (any two). 
  Feats: Builder (Craft [electronic] and Craft [mechanical]),
  Gearhead, Simple Weapons Proficiency.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, notebook computer (with cellular
  modem), PDA, cell phone, car opening kit, basic electrical
  tool kit, multipurpose tool, backpack, tool belt, various gear
  and personal possessions.
  Mid-Level High-Tech Criminal (Fast Ordinary 3/Smart
  Ordinary 3): CR 5; Medium-size human; HD 3d8 plus 3d6; hp
  24; Mas 10; Init +2; Spd 30 ft.; Defense 17, touch 17, flat-
  footed 15 (+2 Dex, +5 class); BAB +3; Grap +2; Atk +2 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk +2 melee (1d3–1
  nonlethal, unarmed strike) or +5 ranged (2d6, Beretta 92F); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +2, Ref +5, Will +4;
  AP 0; Rep +2; Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 13.
  Occupation: Technician (bonus class skills: Computer
  Use, Knowledge [technology]).
  Skills: Computer Use +14, Craft (electronic) +10, Craft
  (mechanical) +11, Demolitions +12, Drive +5, Escape Artist +5,
  Hide +5, Knowledge (streetwise) +9, Knowledge (technology)
  +13, Move Silently +5, Pilot +5, Profession +7, Read/Write
  English, Read/Write Language (any two); Repair +14, Speak
  English, Speak Language (any two).
  Feats: Builder (Craft [electronic] and Craft [mechanical]),
  Defensive Martial Arts, Gearhead, Personal Firearms Profi-
  ciency, Simple Weapons Proficiency.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, notebook computer (with cellular
  modem), PDA, cell phone, car opening kit, basic electrical
  tool kit, multipurpose tool, backpack, tool belt, various gear
  and personal possessions.
  High-Level High-Tech Criminal (Fast Ordinary 5/
  Smart Ordinary 5): CR 9; Medium-size human; HD 5d8
  plus 5d6; hp 40; Mas 10; Init +2; Spd 30 ft.; Defense 19,
  touch 19, flat-footed 17 (+2 Dex, +7 class); BAB +5; Grap +4;
  Atk +4 melee (1d3–1 nonlethal, unarmed strike); Full Atk +4
  melee (1d3–1 nonlethal, unarmed strike) or +7 ranged
  (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +2, Ref +6, Will +5; AP 0; Rep +3; Str 8, Dex 15, Con 10,
  Int 16, Wis 12, Cha 13.
  Occupation: Technician (bonus class skills: Computer
  Use, Knowledge [technology]).
  Skills: Computer Use +18, Craft (electronic) +18, Craft
  (mechanical) +15, Demolitions +16, Drive +5, Escape Artist +8,
  Hide +6, Knowledge (streetwise) +11, Knowledge (technol-
  ogy) +17, Move Silently +6, Pilot +5, Profession +10, Read/
  Write English, Read/Write Language (any three); Repair +18,
  Speak English, Speak Language (any three).
  Feats: Builder (Craft [electronic] and Craft [mechanical]),
  Defensive Martial Arts, Elusive Target, Gearhead, Personal
  Firearms Proficiency, Simple Weapons Proficiency.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, notebook computer (with cellular
  modem), PDA, cell phone, car opening kit, basic electrical
  tool kit, multipurpose tool, backpack, tool belt, various gear
  and personal possessions.
  LAWYER
  Lawyers are the interpreters of the bewildering world of the
  legal system. Low-level lawyers are either fresh out of law
  school, focus on “boring” fields, such as real estate or tax
  regulation, or work on minor cases. Mid-level lawyers
  include city prosecutors and public defenders, and they rep-
  resent mid-size clientele. High-level lawyers deal in highly
  publicized trials or represent major corporations and
  famous public figures.
  Low-Level Lawyer (Smart Ordinary 1/Charismatic
  Ordinary 1): CR 1; Medium-size human; HD 1d6 plus 1d6; hp
  7; Mas 10; Init +1; Spd 30 ft.; Defense 11, touch 11, flat-footed
  10 (+1 Dex, +0 class); BAB +0; Grap –1; Atk –1 melee (1d3–1
  nonlethal, unarmed strike); Full Atk –1 melee (1d3–1 non-
  lethal, unarmed strike) or +1 ranged; FS 5 ft. by 5 ft.; Reach
  GM CHARACTERS
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  5 ft.; AL any; SV Fort +1, Ref +2, Will +2; AP 0; Rep +3; Str 8,
  Dex 12, Con 10, Int 14, Wis 13, Cha 15.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +7, Computer Use +7, Diplomacy +9, Gather
  Information +8, Knowledge (behavioral science) +3, Knowl-
  edge (business) +9, Knowledge (civics) +9, Knowledge (cur-
  rent events) +7, Profession +6, Read/Write English,
  Read/Write Language (any two), Research +8, Sense Motive
  +3, Speak English, Speak Language (any two).
  Feats: Educated (Knowledge [business] and Knowledge
  [civics]), Simple Weapons Proficiency, Trustworthy.
  Possessions: Laptop computer, briefcase, cell phone,
  various gear and personal possessions.
  Mid-Level Lawyer (Smart Ordinary 3/Charismatic Ordi-
  nary 3): CR 5; Medium-size human; HD 3d6 plus 3d6; hp 21;
  Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12
  (+1 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +1 melee (1d3–1 nonlethal,
  unarmed strike) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +3, Ref +4, Will +4; AP 0; Rep +6; Str 8, Dex 12,
  Con 10, Int 14, Wis 13, Cha 16.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +12, Computer Use +7, Diplomacy +14, Gather
  Information +14, Investigate +13, Knowledge (behavioral sci-
  ence) +11, Knowledge (business) +11, Knowledge (civics) +11,
  Knowledge (current events) +7, Profession +10, Read/Write
  English, Read/Write Language (any two), Research +8, Sense
  Motive +5, Speak English, Speak Language (any two).
  Feats: Attentive, Educated (Knowledge [business] and
  Knowledge [civics]), Simple Weapons Proficiency, Renown,
  Trustworthy.
  Possessions: Laptop computer, briefcase, cell phone,
  various gear and personal possessions.
  High-Level Lawyer (Smart Ordinary 5/Charismatic
  Ordinary 5): CR 9; Medium-size human; HD 5d6 plus 5d6;
  hp 35; Mas 10; Init +1; Spd 30 ft.; Defense 15, touch 15, flat-
  footed 14 (+1 Dex, +4 class); BAB +4; Grap +3; Atk +3 melee
  (1d3–1 nonlethal, unarmed strike); Full Atk +3 melee (1d3–1
  nonlethal, unarmed strike) or +5 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +4, Ref +5, Will +5; AP 0; Rep +8;
  Str 8, Dex 12, Con 10, Int 15, Wis 13, Cha 16.
  Occupation: White collar (bonus class skills: Diplomacy,
  Research).
  Skills: Bluff +16, Computer Use +9, Diplomacy +17, Gather
  Information +15, Investigate +13, Knowledge (behavioral sci-
  ence) +13, Knowledge (business) +16, Knowledge (civics) +16,
  Knowledge (current events) +13, Profession +14, Read/Write
  English, Read/Write Language (any two), Research +14,
  Sense Motive +9, Speak English, Speak Language (any two).
  Feats: Attentive, Educated (Knowledge [behavioral sci-
  ences], Knowledge [business], Knowledge [civics], and
  Knowledge [current events], Simple Weapons Proficiency,
  Renown, Trustworthy.
  Possessions: Laptop computer, briefcase, cell phone,
  various gear and personal possessions.
  MARTIAL ARTS DISCIPLE
  Martial arts disciples are athletes and warriors trained to
  use their bodies as weapons. They are masters of unarmed
  combat, but they also know how to use various exotic
  archaic weapons. Low-level martial arts disciples make
  good mooks and flunkies that protect strongholds. Mid-
  level martial arts disciples can be tougher leaders for a
  group of low-level martial artists. High-level martial arts
  disciples can act as the chief lieutenant of a leader with
  hero levels. Feel free to remove weapons or replace them
  with other exotic and archaic weaponry.
  Low-Level Martial Arts Disciple (Fast Ordinary 1/
  Strong Ordinary 1): CR 1; Medium-size human; HD 1d8+1
  plus 1d8+1; hp 11; Mas 12; Init +2; Spd 30 ft.; Defense 16, touch
  16, flat-footed 14 (+2 Dex, +4 class); BAB +1; Grap +3; Atk +3
  melee (1d4+2, unarmed strike) or +3 melee (1d10+2/×3, nag-
  inata) or +3 ranged (1, shuriken); Full Atk +3 melee (1d4+2,
  unarmed strike), or +3 melee (1d10+2/×3, naginata) or +3
  ranged (1, shuriken); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +2, Ref +3, Will –1; AP 0; Rep +0; Str 15, Dex 14, Con 12,
  Int 13, Wis 8, Cha 10.
  Occupation: Athlete (bonus class skills: Jump, Tumble).
  Skills: Balance +7, Escape Artist +6, Jump +8, Knowledge
  (streetwise) +2, Move Silently +4, Profession +1, Read/Write
  English, Read/Write Language (any one), Speak English,
  Speak Language (any one), Swim +4, Tumble +10.
  Feats: Acrobatic, Archaic Weapon Proficiency, Combat
  Martial Arts, Simple Weapons Proficiency.
  Possessions: Naginata, 12 shuriken, various gear and
  personal possessions.
  Mid-Level Martial Arts Disciple (Fast Ordinary 3/
  Strong Ordinary 3): CR 5; Medium-size human; HD 3d8+3
  plus 3d8+3; hp 33; Mas 12; Init +2; Spd 30 ft.; Defense 18,
  touch 18, flat-footed 16 (+2 Dex, +6 class); BAB +5; Grap +7;
  Atk +7 melee (1d4+2/19–20/×3, advanced unarmed strike)
  or +7 melee (1d10+2/×3, naginata); Full Atk +7 melee
  (1d4+2/19–20/×3, advanced unarmed strike) or +7 melee
  (1d10+2/×3, naginata) or +7 ranged (1, shuriken); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +5, Will +1; AP 0;
  Rep +1; Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10.
  Occupation: Athlete (bonus class skills: Jump, Tumble).
  Skills: Balance +9, Escape Artist +9, Jump +13, Knowledge
  (streetwise) +3, Move Silently +7, Profession +2, Read/Write
  English, Read/Write Language (any one), Speak English,
  Speak Language (any one), Swim +6, Tumble +14. 
  Feats: Acrobatic, Advanced Combat Martial Arts, Archaic
  Weapon Proficiency, Combat Martial Arts, Improved
  Combat Martial Arts, Simple Weapons Proficiency.
  Possessions: Naginata, 12 shuriken, various gear and
  personal possessions.
  High-Level Martial Arts Disciple (Fast Ordinary 5/
  Strong Ordinary 5): CR 9; Medium-size human; HD 5d8+5
  plus 5d8+5; hp 55; Mas 12; Init +2; Spd 30 ft.; Defense 20,
  touch 20, flat-footed 18 (+2 Dex, +8 class); BAB +8; Grap +11;
  Atk +11 melee (1d6+3/19–20/×3, advanced unarmed strike)
  or +11 melee (1d10+3/×3, naginata); Full Atk +11/+6 melee
  GM CHARACTERS
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  (1d6+3/19–20/×3, advanced unarmed strike) or +11/+6
  melee (1d10+3/×3, naginata) or +10/+5 ranged (1, shuriken);
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +6, Will +1;
  AP 0; Rep +2; Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10.
  Occupation: Athlete (bonus class skills: Jump, Tumble).
  Skills: Balance +12, Escape Artist +12, Jump +16, Knowl-
  edge (streetwise) +5, Move Silently +9, Profession +5,
  Read/Write English, Read/Write Language (any one), Speak
  English, Speak Language (any one), Swim +8, Tumble +18.
  Feats: Advanced Combat Martial Arts, Acrobatic, Archaic
  Weapon Proficiency, Combat Martial Arts, Defensive Mar-
  tial Arts, Improved Combat Martial Arts, Simple Weapons
  Proficiency.
  Possessions: Naginata, 12 shuriken, various gear and
  personal possessions.
  MERCENARY
  Mercenaries fight for money—but unlike soldiers, they
  negotiate contracts with their employers, and when those
  contracts run out, they are free to sign up with someone
  else (including the other side). Most are former soldiers,
  though a significant number of complete amateurs are in
  the business, as well. Some serve on actual battlefields,
  while others merely work as bodyguards and security
  guards. The pay reflects the danger—but each job might be
  a mercenary’s last.
  Low-level mercenaries are sometimes little more than
  militaristic dilettantes who are looking for the “glory of
  battle” that they’ve read about, while others are simply new
  to the business. Mid-level and high-level mercenaries are
  the experienced professionals.
  Low-Level Mercenary (Strong Ordinary 2): CR 1;
  Medium-size human; HD 2d8+2; hp 11; Mas 13; Init +2; Spd
  25 ft.; Defense 16, touch 14, flat-footed 14 (+2 Dex, +2 class,
  +2 concealable vest); BAB +2; Grap +4; Atk +4 melee (1d4+2,
  unarmed strike) or +4 melee (1d4+2/19–20, knife); Full Atk +4
  melee (1d4+2, unarmed strike) or +4 melee (1d4+2/19–20,
  knife) or +5 ranged (2d6, Glock 20) or +5 ranged (2d6, HK
  MP5) or +4 ranged (4d6, fragmentation grenade); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +2, Will +1; AP 0; Rep
  +0; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
  Occupation: Military (bonus class skills: Demolitions,
  Survival).
  Skills: Climb +0**, Demolitions +3, Jump +0**, Read/
  Write English, Speak English, Survival +5, Swim +2**.
  Feats: Advanced Firearms Proficiency, Combat Martial
  Arts, Personal Firearms Proficiency, Simple Weapons Profi-
  ciency.
  Possessions: Glock 20 (10mm autoloader), 50 rounds of
  10mm ammunition, HK MP5 (9mm submachine gun), 100
  rounds of 9mm ammunition, fragmentation grenade, knife,
  concealable vest, cell phone, various gear and personal pos-
  sessions.
  * Not proficient in armor.
  **Includes armor penalty for concealable vest.
  Mid-Level Mercenary (Strong Ordinary 6): CR 5;
  Medium-size human; HD 6d8+12; hp 39; Mas 14; Init +2; Spd
  25 ft.; Defense 17, touch 15, flat-footed 15 (+2 Dex, +3 class, +2
  concealable vest); BAB +6; Grap +8; Atk +8 melee (1d4+2/
  19–20, improved unarmed strike) or +4 melee (1d4+2/19–20,
  knife); Full Atk +8/+3 melee (1d4+2/19–20, improved
  unarmed strike) or +8/+3 melee (1d4+2/19–20, knife) or
  +9/+4 ranged (2d6, Glock 20) or +9/+4 ranged (2d6, HK MP5)
  or +8/+3 ranged (4d6, fragmentation grenade); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +4, Will +3; AP 0;
  Rep +1; Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
  Occupation: Military (bonus class skills: Demolitions,
  Survival).
  Skills: Climb +3**, Demolitions +7, Jump +3**, Read/
  Write English, Speak English, Survival +8, Swim +4**. 
  Feats: Advanced Firearms Proficiency, Combat Martial
  Arts, Improved Combat Martial Arts, Personal Firearms Pro-
  ficiency, Simple Weapons Proficiency, Strafe.
  Possessions: Glock 20 (10mm autoloader), 50 rounds of
  10mm ammunition, HK MP5 (9mm submachine gun), 100
  rounds of 9mm ammunition, fragmentation grenade, knife,
  concealable vest, cell phone, various gear and personal
  possessions.
  * Not proficient in armor.
  **Includes armor penalty for concealable vest.
  High-Level Mercenary (Strong Ordinary 10): CR 9;
  Medium-size human; HD 10d8+20; hp 65; Mas 14; Init +2; Spd
  25 ft.; Defense 19, touch 17, flat-footed 17 (+2 Dex, +5 class, +2
  concealable vest); BAB +10; Grap +13; Atk +13 melee
  (1d4+2/19–20/×3, advanced unarmed strike) or +13/+8
  melee (1d4+2/19–20, knife); Full Atk +13/+8 melee (1d4+2/
  19–20/×3, advanced unarmed strike) or +13/+8 melee
  (1d4+2/19–20, knife) or +13/+8 ranged (2d6, Glock 20) or
  +13/+8 ranged (2d6, HK MP5) or +13/+8 ranged (4d6, frag-
  mentation grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +7, Ref +5, Will +4; AP 0; Rep +2; Str 16, Dex 14, Con 14,
  Int 10, Wis 12, Cha 8.
  Occupation: Military (bonus class skills: Demolitions,
  Survival).
  Skills: Climb +6**, Demolitions +7, Jump +6**,
  Read/Write English, Speak English, Survival +12, Swim +7**.
  Feats: Advanced Combat Martial Arts, Advanced Firearms
  Proficiency, Combat Martial Arts, Improved Combat Martial
  Arts, Personal Firearms Proficiency, Simple Weapons Profi-
  ciency, Strafe.
  Possessions: Glock 20 (10mm autoloader), 50 rounds of
  10mm ammunition, HK MP5 (9mm submachine gun), 100
  rounds of 9mm ammunition, fragmentation grenade, knife,
  concealable vest, cell phone, various gear and personal
  possessions.
  * Not proficient in armor.
  **Includes armor penalty for concealable vest.
  PARAMEDIC
  Paramedics, also known as emergency medical technicians
  (or “EMTs”), respond to emergencies involving injuries or ill-
  ness. They usually arrive in an ambulance or helicopter,
  either of which is equipped with a supply of pharmaceuti-
  cals, additional first aid kits, and a compact but functional
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  surgery kit—and often a bolt cutter, flashlights, and at least
  one fire extinguisher.
  EMTs have basic medical training, and their job is to keep
  patients alive until they can reach an emergency room. At
  low levels, paramedics are still only rookies and don’t have
  much surgical training. At mid levels, they have sufficient
  training to treat most minor injuries on the spot and to keep
  even critical patients alive for the trip to the hospital, in
  most cases. A high-level paramedic is nearly as experienced
  as an emergency room physician and can sometimes resus-
  citate all but the most hopeless of cases.
  If the paramedics operate from a helicopter, replace the
  Drive skill (in the class skills gained from the Emergency Ser-
  vices occupation) with the Pilot skill, and replace Drive ranks
  with Pilot ranks. In addition, replace the Heroic Surge feat
  with Aircraft Operation (helicopters).
  Low-Level Paramedic (Strong Ordinary 1/Dedicated
  Ordinary 1): CR 1; Medium-size human; HD 1d8+1 plus 1d6+1;
  hp 10; Mas 12; Init +1; Spd 30 ft.; Defense 13, touch 13, flat-
  footed 12 (+1 Dex, +2 class); BAB +1; Grap +1; Atk +1 melee (1d3
  nonlethal, unarmed strike); Full Atk +1 melee (1d3 nonlethal,
  unarmed strike) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +3, Ref +1, Will +3; AP 0; Rep +1; Str 10, Dex 13,
  Con 12, Int 14, Wis 15, Cha 8.
  Occupation: Emergency services (bonus class skills:
  Drive, Treat Injury).
  Skills: Drive +6, Knowledge (earth and life sciences) +6,
  Knowledge (popular culture) +5, Knowledge (streetwise) +7,
  Profession +7, Read/Write English, Read/Write Language
  (any one), Sense Motive +3, Speak English, Speak Language
  (any one), Treat Injury +7.
  Feats: Educated (Knowledge [earth and life sciences] and
  Knowledge [popular culture]), Heroic Surge, Simple Weap-
  ons Proficiency.
  Possessions: Uniform, cell phone, professional walkie-
  talkie, first aid kit, medical kit, various gear and personal
  possessions.
  Mid-Level Paramedic (Strong Ordinary 3/ Dedicated
  Ordinary 3): CR 5; Medium-size human; HD 3d8+3 plus
  3d6+3; hp 30; Mas 12; Init +2; Spd 30 ft.; Defense 16, touch 16,
  flat-footed 14 (+2 Dex, +4 class); BAB +5; Grap +5; Atk +5
  melee (1d3 nonlethal, unarmed strike); Full Atk +5 melee (1d3
  nonlethal, unarmed strike) or +7 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +5, Ref +4, Will +5; AP 0;
  Rep +1; Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 8.
  Occupation: Emergency services (bonus class
  skills: Drive, Treat Injury).
  Skills: Drive +10, Knowledge (earth and life sci-
  ences) +10, Knowledge (popular culture) +8, Knowl-
  edge (streetwise) +10, Profession +11, Read/Write
  English, Read/Write Language (any one), Sense
  Motive +5, Speak English, Speak Language (any one),
  Treat Injury +11. 
  Feats: Educated, Heroic Surge, Run, Simple Weapons
  Proficiency, Surgery.
  Possessions: Uniform, cell phone, professional
  walkie-talkie, first aid kit, medical kit, various gear and
  personal possessions.
  High-Level Paramedic (Strong Ordinary 5/ Dedi-
  cated Ordinary 5): CR 9; Medium-size human; HD 5d8+5
  plus 5d6+5; hp 50; Mas 12; Init +2; Spd 30 ft.; Defense 18,
  touch 18, flat-footed 16 (+2 Dex, +6 class); BAB +8; Grap +8;
  Atk +8 melee (1d3 nonlethal, unarmed strike); Full Atk +8/+3
  melee (1d3 nonlethal, unarmed strike) or +10/+5 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +7, Ref +4, Will +7;
  AP 0; Rep +3; Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 8.
  Occupation: Emergency services (bonus class skills:
  Drive, Treat Injury).
  Skills: Drive +10, Knowledge (earth and life sciences) +13,
  Knowledge (popular culture) +11, Knowledge (streetwise) +13,
  Listen +8, Profession +13, Read/Write English, Read/Write
  Language (any one), Sense Motive +6, Speak English, Speak
  Language (any one), Spot +11, Treat Injury +15. 
  Feats: Alertness, Educated, Heroic Surge, Run, Simple
  Weapons Proficiency, Surgery.
  Possessions: Uniform, cell phone, professional walkie-
  talkie, first aid kit, medical kit, various gear and personal
  possessions.
  GM CHARACTERS
  Parapsychologist
  KK
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  PARAPSYCHOLOGIST
  Parapsychologists study psychic phenomena, such as
  extrasensory perception, telepathy, remote viewing, and
  psychokinesis, as well as the possible persistence of human
  consciousness after death.
  Low-level parapsychologists are often college students,
  while mid-level types are usually their professors. High-level
  parapsychologists are usually recognized names in the field.
  Low-Level Parapsychologist (Smart Ordinary 1/Dedi-
  cated Ordinary 1): CR 1; Medium-size human; HD 1d6–1 plus
  1d6–1; hp 5; Mas 8; Init +1; Spd 30 ft.; Defense 12, touch 12,
  flat-footed 11 (+1 Dex, +1 class); BAB +0; Grap +0; Atk +0
  melee (1d3 nonlethal, unarmed strike); Full Atk +0 melee (1d3
  nonlethal, unarmed strike) or +1 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +0, Ref +1, Will +4; AP 0; Rep +2;
  Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13.
  Occupation: Technician (bonus class skills: Knowledge
  [earth and life sciences], Knowledge [physical sciences],
  Knowledge [technology].
  Skills: Computer Use +6, Craft (pharmaceutical) +4, Inves-
  tigate +7, Knowledge (arcane lore) +6, Knowledge (behav-
  ioral sciences) +6, Knowledge (earth and life sciences) +10,
  Knowledge (physical sciences) +9, Knowledge (popular cul-
  ture) +4, Knowledge (technology) +9, Knowledge (theology
  and philosophy) +4, Profession +6, Read/Write English,
  Read/Write Language (any two), Research +6, Sense Motive
  +7, Speak English, Speak Language (any two).
  Feats: Educated (Knowledge [arcane lore], Knowledge
  [earth and life sciences], Knowledge [physical sciences], and
  Knowledge [technology]), Simple Weapons Proficiency.
  Possessions: Lab coat, lab kit, desktop computer (with
  broadband modem and printer), various gear and personal
  possessions.
  Mid-Level Parapsychologist (Smart Ordinary 3/Dedi-
  cated Ordinary 3): CR 5; Medium-size human; HD 3d6–3
  plus 3d6–3; hp 15; Mas 8; Init +1; Spd 30 ft.; Defense 14, touch
  14, flat-footed 13 (+1 Dex, +3 class); BAB +3; Grap +3; Atk +3
  melee (1d3 nonlethal, unarmed strike); Full Atk +3 melee (1d3
  nonlethal, unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +2, Ref +3, Will +8; AP 0; Rep +2;
  Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13.
  Occupation: Technician (bonus class skills: Knowledge
  [earth and life sciences], Knowledge [physical sciences],
  Knowledge [technology].
  Skills: Computer Use +9, Craft (pharmaceutical) +8, In-
  vestigate +12, Knowledge (arcane lore) +12, Knowledge (be-
  havioral sciences) +10, Knowledge (current events) +7,
  Knowledge (earth and life sciences) +14, Knowledge (physi-
  cal sciences) +11, Knowledge (popular culture) +6, Knowl-
  edge (technology) +11, Knowledge (theology and philoso-
  phy) +6, Profession +8, Read/Write English, Read/Write
  Language (any three), Research +8, Sense Motive +9, Speak
  English, Speak Language (any three), Treat Injury +6.
  Feats: Educated (Knowledge [arcane lore], Knowledge
  [earth and life sciences], Knowledge [physical sciences],
  and Knowledge [technology]), Iron Will, Simple Weapons
  Proficiency.
  Possessions: Lab coat, lab kit appropriate to field of
  expertise, desktop computer (with broadband modem and
  printer), cell phone, various gear and personal possessions.
  High-Level Parapsychologist (Smart Ordinary 5/Dedi-
  cated Ordinary 5): CR 9; Medium-size human; HD 5d6–5
  plus 5d6–5; hp 25; Mas 8; Init +1; Spd 30 ft.; Defense 16, touch
  16, flat-footed 15 (+1 Dex, +5 class); BAB +5; Grap +5; Atk +5
  melee (1d3 nonlethal, unarmed strike); Full Atk +5 melee (1d3
  nonlethal, unarmed strike) or +6 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +3, Ref +3, Will +10; AP 0; Rep +4;
  Str 10, Dex 12, Con 8, Int 17, Wis 14, Cha 13.
  Occupation: Technician (bonus class skills: Knowledge
  [earth and life sciences], Knowledge [physical sciences],
  Knowledge [technology].
  Skills: Computer Use +10, Craft (pharmaceutical) +10,
  Diplomacy +4, Investigate +18, Knowledge (arcane lore) +15,
  Knowledge (behavioral sciences) +16, Knowledge (current
  events) +9, Knowledge (earth and life sciences) +18, Knowl-
  edge (physical sciences) +14, Knowledge (popular culture)
  +8, Knowledge (technology) +13, Knowledge (theology and
  philosophy) +11, Profession +10, Read/Write English,
  Read/Write Language (any three), Research +10, Sense
  Motive +15, Speak English, Speak Language (any three), Treat
  Injury +8.
  Feats: Attentive, Educated (Knowledge [arcane lore],
  Knowledge [behavioral sciences], Knowledge [earth and life
  sciences], Knowledge [physical sciences], Knowledge [tech-
  nology], and Knowledge [theology and philosophy]), Iron
  Will, Simple Weapons Proficiency.
  Possessions: Lab coat, lab kit appropriate to field of
  expertise, desktop computer (with broadband modem and
  printer), cell phone, various gear and personal possessions.
  SECURITY GUARD
  Security guards are common sights in the modern era. They
  represent everything from the front-desk watchman of a
  hotel to highly-trained guards at a corporate headquarters.
  Low-level security guards are appropriate for public facili-
  ties, such as malls. Mid-level security guards are profession-
  als who watch over banks or protect armored cars.
  High-level security guards are elite members of major cor-
  porations who keep an eye on sensitive locations. Security
  guards in public areas rarely carry anything larger than a
  pistol (if that), while high-level security guards carry much
  heavier weapons and armor.
  Low-Level Security Guard (Tough Ordinary 1/Strong
  Ordinary 1): CR 1; Medium-size human; HD 1d10+2 plus
  1d8+2; hp 14; Mas 15; Init +1; Spd 30 ft.; Defense 16, touch 13,
  flat-footed 15 (+1 Dex, +2 class, +3 undercover vest); BAB +1;
  Grap +3; Atk +3 melee (1d3+2 nonlethal, unarmed strike) or
  +3 melee (1d4+2, tonfa); Full Atk +3 melee (1d3+2 nonlethal,
  unarmed strike) or +3 melee (1d4+2, tonfa) or +2 ranged (2d6,
  Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4,
  Ref +1, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13,
  Wis 10, Cha 8.
  Occupation: Blue collar (bonus class skills: Climb, Drive,
  Intimidate).
  GM CHARACTERS
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  Skills: Climb +2*, Concentration +5, Drive +5, Intimidate
  +5, Knowledge (current events) +2, Listen +1, Profession +1,
  Read/Write English, Speak English, Spot +3, Swim +1*.
  Feats: Armor Proficiency (light), Personal Firearms Profi-
  ciency, Simple Weapons Proficiency.
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, uniform, undercover vest, various gear
  and personal possessions.
  *Includes armor penalty for undercover vest.
  Mid-Level Security Guard (Tough Ordinary 3/Strong
  Ordinary 3): CR 5; Medium-size human; HD 3d10+6 plus
  3d8+6; hp 45; Mas 15; Init +1; Spd 30 ft.; Defense 18, touch 15,
  flat-footed 17 (+1 Dex, +4 class, +3 undercover vest); BAB +5;
  Grap +7; Atk +7 melee (1d3+2 nonlethal, unarmed strike) or
  +7 melee (1d4+2, tonfa); Full Atk +7 melee (1d3+2 nonlethal,
  unarmed strike) or +7 melee (1d4+2, tonfa) or +7 ranged (2d6,
  Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +6,
  Ref +3, Will +2; AP 0; Rep +1; Str 15, Dex 12, Con 15, Int 13,
  Wis 10, Cha 8.
  Occupation: Blue collar (bonus class skills: Climb, Drive,
  Intimidate).
  Skills: Climb +3*, Concentration +7, Drive +8, Intimidate
  +6, Jump +1*, Knowledge (current events) +3, Listen +3,
  Profession +5, Read/Write English, Speak English, Spot +7,
  Swim +2*.
  Feats: Alertness, Armor Proficiency (light), Personal
  Firearms Proficiency, Simple Weapons Proficiency, Weapon
  Focus (Beretta 92F).
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, uniform, undercover vest, various gear
  and personal possessions.
  *Includes armor penalty for undercover vest.
  High-Level Security Guard (Tough Ordinary 5/Strong
  Ordinary 5): CR 9; Medium-size human; HD 5d8+15 plus
  5d10+15; hp 80; Mas 16; Init +1; Spd 30 ft.; Defense 20, touch
  17, flat-footed 19 (+1 Dex, +6 class, +3 undercover vest); BAB
  +8; Grap +10; Atk +10 melee (1d3+2 nonlethal, unarmed
  strike) or +10 melee (1d4+2, tonfa); Full Atk +10/+5 melee
  (1d3+2 nonlethal, unarmed strike) or +10/+5 melee (1d4+2,
  tonfa) or +10/+5 ranged (2d6, Beretta 92F) or +9/+4 ranged
  (2d8, Mossberg); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort
  +9, Ref +3, Will +2; AP 0; Rep +2; Str 15, Dex 12, Con 16, Int 13,
  Wis 10, Cha 8.
  Occupation: Blue collar (bonus class skills: Climb, Drive,
  Intimidate).
  Skills: Climb +3*, Concentration +10, Drive +9, Intimidate
  +8, Jump +1*, Knowledge (current events) +3, Listen +6, Pro-
  fession +8, Read/Write English, Speak English, Spot +9,
  Swim +2*.
  Feats: Alertness, Armor Proficiency (light), Defensive
  Martial Arts, Personal Firearms Proficiency, Simple Weapons
  Proficiency, Weapon Focus (Beretta 92F).
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, Mossberg (12-gauge shotgun), 12 rounds
  of 12 gauge ammunition, uniform, undercover vest, various
  gear and personal possessions.
  *Includes armor penalty for undercover vest.
  SECURITY SPECIALIST
  Security specialists are individuals who have some level of
  expertise in making a client or location secure. Low-level
  security specialists include those who advise other ordinary
  people looking for protection (such as agents who advise
  clients on various security solutions for their houses) and
  those who work within a company’s or location’s security
  department. Mid-level security specialists often work as
  consultants to those companies seeking to improve their
  security measures or act as managers in businesses that
  either have a department focused on security or whose
  business is to provide security for others. High-level security
  specialists include those who run companies that provide
  security services to others and executive-level manage-
  ment for companies with departments focused on security
  and safety. Sometimes security specialists provide their
  services to break existing security measures so that they can
  advise their clients on the weaknesses they find and how to
  prevent future problems.
  Low-Level Security Specialist (Smart Ordinary 1/Dedi-
  cated Ordinary 1): CR 1; Medium-size human; HD 1d6–1 plus
  1d6–1; hp 5; Mas 8; Init +0; Spd 30 ft.; Defense 11, touch 11,
  flat-footed 11 (+0 Dex, +1 class); BAB +0; Grap +1; Atk +1 melee
  (1d3+1 nonlethal, unarmed strike); Full Atk +3 melee (1d3+1
  nonlethal, unarmed strike) or +0 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +0, Ref +0, Will +3; AP 0; Rep +2;
  Str 12, Dex 10, Con 8, Int 15, Wis 13, Cha 14.
  Occupation: Investigative (bonus class skills: Search,
  Sense Motive).
  Skills: Computer Use +6, Demolitions +3, Investigate +6,
  Knowledge (behavioral sciences) +8, Knowledge (business)
  +4, Knowledge (civics) +4, Knowledge (current events) +4,
  Knowledge (physical sciences) +3, Knowledge (popular cul-
  ture) +4, Knowledge (streetwise) +6, Knowledge (tactics) +6,
  Knowledge (technology) +8, Profession +5, Research +4,
  Search +6, Sense Motive +6, Spot +5.
  Feats: Attentive, Defensive Martial Arts, Educated
  (Knowledge [behavioral sciences] and Knowledge [tech-
  nology]), Personal Firearms Proficiency, Simple Weapons
  Proficiency.
  Possessions: Laptop computer, briefcase, cell phone,
  professional walkie-talkie, various gear and personal
  possessions.
  Mid-Level Security Specialist (Strong Ordinary 3/Ded-
  icated Ordinary 3): CR 5; Medium-size human; HD 3d6–3
  plus 3d6–3; hp 15; Mas 8; Init +0; Spd 30 ft.; Defense 13, touch
  13, flat-footed 13 (+0 Dex, +3 class); BAB +3; Grap +4; Atk +4
  melee (1d3+1 nonlethal, unarmed strike); Full Atk +4 melee
  (1d3+1 nonlethal, unarmed strike) or +3 ranged; FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +2, Ref +2, Will +5; AP 0;
  Rep +2; Str 12, Dex 10, Con 8, Int 16, Wis 13, Cha 14.
  Occupation: Investigative (bonus class skills: Search,
  Sense Motive).
  Skills: Computer Use +9, Demolitions +4, Investigate +7,
  Knowledge (behavioral sciences) +11, Knowledge (business)
  +11, Knowledge (civics) +9, Knowledge (current events) +7,
  Knowledge (physical sciences) +4, Knowledge (popular
  GM CHARACTERS
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  culture) +7, Knowledge (streetwise) +9, Knowledge (tactics)
  +9, Knowledge (technology) +11, Listen +6, Profession +7,
  Research +6, Search +9, Sense Motive +9, Spot +7, Treat
  Injury +7.
  Feats: Attentive, Defensive Martial Arts, Educated
  (Knowledge [behavioral sciences], Knowledge [business],
  Knowledge [civics], and Knowledge [technology]), Personal
  Firearms Proficiency, Simple Weapons Proficiency.
  Possessions: Laptop computer, briefcase, cell phone,
  professional walkie-talkie, various gear and personal
  possessions.
  High-Level Security Specialist (Strong Ordinary 5/Ded-
  icated Ordinary 5): CR 9; Medium-size human; HD 5d6–5
  plus 5d6–5; hp 25; Mas 8; Init +0; Spd 30 ft.; Defense 15,
  touch 15, flat-footed 15 (+0 Dex, +5 class); BAB +5; Grap +6;
  Atk +6 melee (1d3+1 nonlethal, unarmed strike); Full Atk +6
  melee (1d3+1 nonlethal, unarmed strike) or +5 ranged; FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +2, Will +8; AP 0;
  Rep +4; Str 12, Dex 10, Con 8, Int 16, Wis 14, Cha 14.
  Occupation: Investigative (bonus class skills: Search,
  Sense Motive).
  Skills: Computer Use +11, Demolitions +4, Investigate +9,
  Knowledge (behavioral sciences) +13, Knowledge (business)
  +16, Knowledge (civics) +11, Knowledge (current events) +9,
  Knowledge (physical sciences) +5, Knowledge (popular cul-
  ture) +9, Knowledge (streetwise) +11, Knowledge (tactics) +11,
  Knowledge (technology) +15, Listen +12, Profession +10,
  Research +7, Search +11, Sense Motive +12, Spot +12, Treat
  Injury +10.
  Feats: Alertness, Attentive, Defensive Martial Arts,
  Educated (Knowledge [behavioral sciences], Knowledge
  [business], Knowledge [civics], and Knowledge [technol-
  ogy]), Personal Firearms Proficiency, Simple Weapons
  Proficiency.
  Possessions: Laptop computer, briefcase, cell phone,
  professional walkie-talkie, various gear and personal
  possessions.
  SPY
  Spies may be operatives of foreign governments or agents
  of corporate rivals. Their job, of course, is to pry secrets out
  of their targets for their employers. Despite what decades
  of spy movies suggest, the best spies are plain, unassuming,
  and definitely not licensed to kill.
  Low-level spies may be gifted amateurs working for a
  cause or just a fortune. Mid- and high-level spies are expe-
  rienced agents—often the “operators” of lower-level spies.
  Low-Level Spy (Fast Ordinary 1/Smart Ordinary
  1/Charismatic Ordinary 1): CR 2; Medium-size human; HD
  1d8 plus 1d6 plus 1d6; hp 11; Mas 10; Init +1; Spd 30 ft.; Defense
  14, touch 14, flat-footed 13 (+1 Dex, +3 class); BAB +0; Grap –1;
  Atk –1 melee (1d3–1 nonlethal, unarmed strike) or –1 melee
  (1d4–1/19–20, knife); Full Atk –1 melee (1d3–1 nonlethal,
  unarmed strike) or –1 melee (1d4–1/19–20, knife) or +1
  ranged (2d4, Walther PPK); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +1, Ref +3, Will +3; AP 0; Rep +0; Str 8, Dex 12, Con 10,
  Int 13, Wis 15, Cha 14.
  Occupation: Investigative (bonus class skills: Gather
  Information, Sense Motive).
  Skills: Bluff +6, Computer Use +5, Disguise +6, Gather
  Information +7, Hide +5, Investigate +7, Knowledge (current
  events) +5, Move Silently +7, Read/Write English, Read/
  Write Language (any one), Sense Motive +9, Sleight of Hand
  +5, Speak English, Speak Language (any one).
  Feats: Attentive, Low Profile, Personal Firearms Profi-
  ciency, Simple Weapons Proficiency, Stealthy.
  Possessions: Walther PPK (.32 autoloader), 50 rounds of
  .32 caliber ammunition, knife, 35mm camera, cell phone,
  notebook computer (with cellular modem), tap detector,
  standard binoculars, various gear and personal possessions.
  Mid-Level Spy (Fast Ordinary 2/Smart Ordinary
  2/Charismatic Ordinary 2): CR 5; Medium-size human; HD
  2d8 plus 2d6 plus 2d6; hp 23; Mas 10; Init +1; Spd 30 ft.;
  Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +3;
  Grap +2; Atk +2 melee (1d3–1 nonlethal, unarmed strike) or
  +2 melee (1d4–1/19–20, knife); Full Atk +2 melee (1d3–1 non-
  lethal, unarmed strike) or +2 melee (1d4–1/19–20, knife) or
  +4 ranged (2d4, Walther PPK); FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +2, Ref +5, Will +5; AP 0; Rep +0; Str 8, Dex 12,
  Con 10, Int 13, Wis 16, Cha 14.
  Occupation: Investigative (bonus class skills: Gather
  Information, Sense Motive).
  Skills: Bluff +10, Computer Use +5, Disguise +10,
  Gather Information +9, Hide +8, Investigate +11, Knowl-
  edge (current events) +6, Move Silently +9, Read/Write
  English, Read/Write Language (any one), Research +5,
  Sense Motive +11, Sleight of Hand +6, Speak English,
  Speak Language (any one).
  Feats: Attentive, Deceptive, Low Profile, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Stealthy.
  Possessions: Walther PPK (.32 autoloader), 50 rounds of
  .32 caliber ammunition, knife, 35mm camera, cell phone,
  notebook computer (with cellular modem), portable video
  camera, tap detector, standard binoculars, various gear and
  personal possessions.
  High-Level Spy (Fast Ordinary 3/Smart Ordinary
  3/Charismatic Ordinary 3): CR 8; Medium-size human; HD
  3d8 plus 3d6 plus 3d6; hp 34; Mas 10; Init +1; Spd 30 ft.;
  Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +4;
  Grap +3; Atk +3 melee (1d3–1 nonlethal, unarmed strike) or +3
  melee (1d4–1/19–20, knife); Full Atk +3 melee (1d3–1 non-
  lethal, unarmed strike) or +3 melee (1d4–1/19–20, knife) or
  +5 ranged (2d4, Walther PPK); FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  any; SV Fort +4, Ref +6, Will +7; AP 0; Rep +1; Str 8, Dex 12,
  Con 10, Int 14, Wis 16, Cha 14.
  Occupation: Investigative (bonus class skills: Gather
  Information, Sense Motive).
  Skills: Bluff +13, Computer Use +6, Diplomacy +8, Disguise
  +10, Gather Information +15, Hide +10, Investigate +12,
  Knowledge (behavioral sciences) +7, Knowledge (current
  events) +8, Move Silently +9, Read/Write English,
  Read/Write Language (any two), Research +6, Sense Motive
  +13, Sleight of Hand +7, Speak English, Speak Language
  (any two).
  GM CHARACTERS
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  Feats: Attentive, Deceptive, Low Profile, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Stealthy,
  Trustworthy.
  Possessions: Walther PPK (.32 autoloader), 50 rounds of
  .32 caliber ammunition, knife, digital camera, cell phone,
  notebook computer (with cellular modem), portable video
  camera, tap detector, standard binoculars, various gear and
  personal possessions.
  SWAT TEAM MEMBER
  SWAT team members are police officers who receive
  additional training, including squad tactics, automatic
  weapons fire, and armor use. Low-level SWAT Team mem-
  bers are recently trained and probably on their first or
  second mission. Mid-level SWAT team members include
  squad commanders and elite team members. High-level
  SWAT team members are the cream-of-the-crop, repre-
  senting SWAT commanders and individuals sent into the
  most difficult and dangerous situations. SWAT team
  members have additional equipment, depending on the
  situation, including bolt cutters, demolitions kits, and
  night vision goggles.
  Low-Level SWAT Member (Fast Ordinary 1/Tough
  Ordinary 1): CR 1; Medium-size human; HD 1d8+2 plus
  1d10+2; hp 14; Mas 14; Init +2; Spd 25 ft.; Defense 22, touch
  16, flat-footed 20 (+2 Dex, +4 class, +6 tactical vest); BAB
  +0; Grap +1; Atk +2 melee (1d3+1 nonlethal, unarmed strike)
  or +2 melee (1d6+1, rifle butt) or +3 ranged (2d6, HK MP5);
  Full Atk +2 melee (1d3+1 nonlethal, unarmed strike) or +2
  melee (1d6+1, rifle butt), or +3 ranged (2d6, HK MP5) or +2
  ranged (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +3, Ref +3, Will +1; AP 0; Rep +0; Str 13,
  Dex 15, Con 14, Int 8, Wis 12, Cha 10.
  Occupation: Law enforcement (bonus class skills: Intim-
  idate, Knowledge [tactics]).
  Skills: Intimidate +3, Knowledge (streetwise) +3, Knowl-
  edge (tactics) +3, Move Silently +4, Profession +3,
  Read/Write English, Speak English, Spot +2.
  Feats: Armor Proficiency (light, medium), Personal
  Firearms Proficiency, Simple Weapons Proficiency.
  Possessions: HK MP5 (9mm submachine gun), 100 rounds
  of 9mm ammunition, tactical vest, 3 tear gas grenades, var-
  ious gear and personal possessions.
  *Includes armor penalty for tactical vest.
  Mid-Level SWAT Member (Fast Ordinary 3/Tough Ordi-
  nary 3): CR 5; Medium-size human; HD 3d8+6 plus 3d10+6;
  hp 42; Mas 15; Init +2; Spd 20 ft.*; Defense 25, touch 18, flat-
  footed 23 (+2 Dex, +6 class, +7 special response vest); BAB +4;
  Grap +5; Atk +5 melee (1d3+1 nonlethal, unarmed strike) or +5
  melee (1d6+1, rifle butt); Full Atk +5 melee (1d3+1 nonlethal,
  unarmed strike) or +5 melee (1d6+1, rifle butt) or +7 ranged
  (2d6, HK MP5) or +6 ranged (special, tear gas grenade); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +5, Will +3;
  AP 0; Rep +2; Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10.
  Occupation: Law enforcement (bonus class skills:
  Intimidate, Knowledge [tactics]).
  Skills: Intimidate +6, Knowledge (streetwise) +4, Knowl-
  edge (tactics) +5, Move Silently +1*, Profession +5, Read/
  Write English, Speak English, Spot +3.
  Feats: Armor Proficiency (light, medium, heavy), Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons
  Proficiency.
  Possessions: HK MP5 (9mm submachine gun), 100 rounds
  of 9mm ammunition, special response vest, 3 tear gas
  grenades, various gear and personal possessions.
  *Includes armor penalty for special response vest.
  High-Level SWAT Member (Fast Ordinary 5/Tough
  Ordinary 5): CR 9; Medium-size human; HD 5d8+10 plus
  5d10+10; hp 60; Mas 15; Init +2; Spd 20 ft.*; Defense 29, touch
  20, flat-footed 27 (+2 Dex, +8 class, +9 forced entry unit);
  BAB +6; Grap +8; Atk +8 melee (1d3+1 nonlethal, unarmed
  strike) or +8 melee (1d6+2, rifle butt); Full Atk +8/+3 melee
  (1d3+1 nonlethal, unarmed strike) or +8/+3 melee (1d6+2,
  rifle butt) or +9/+4 ranged (2d6, HK MP5) or +8/+3 ranged
  (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +6, Ref +6, Will +3; AP 0; Rep +2; Str 14, Dex 15, Con 15,
  Int 8, Wis 12, Cha 10.
  Occupation: Law enforcement (bonus class skills: Intim-
  idate, Knowledge [tactics]).
  Skills: Intimidate +9, Knowledge (streetwise) +6, Knowl-
  edge (tactics) +8, Move Silently +1*, Profession +6, Read/
  Write English, Speak English, Spot +4.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium, heavy), Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency.
  Possessions: HK MP5 (9mm submachine gun), 100 rounds
  of 9mm ammunition, forced entry unit, 3 tear gas grenades,
  various gear and personal possessions.
  *Includes armor penalty for forced entry unit.
  UNDERCOVER COP
  Undercover cops are police officers who use deceit to infil-
  trate criminal organizations to gather enough evidence to
  bring them to justice. They focus on maintaining a low, but
  believable cover. Low-level undercover cops work the
  streets, busting prostitutes, drug dealers, and gangs. Mid-
  level undercover cops focus on higher-level drug distribu-
  tors, prostitution rings, and arms dealers. High-level
  undercover cops worm their way into the most dangerous
  of groups—major drug cartels, seriously corrupted corpora-
  tions, and the like. Undercover cops can try to go armed and
  wear undercover vests, but they may forgo their weapons
  and armor if it would draw attention to their cover.
  Low-Level Undercover Cop (Tough Ordinary 1/Charis-
  matic Ordinary 1): CR 1; Medium-size human; HD 1d10+2
  plus 1d6+2; hp 13; Mas 15; Init +1; Spd 30 ft.; Defense 12, touch
  12, flat-footed 11 (+1 Dex, +1 class); BAB +0; Grap +1; Atk +1
  melee (1d3+1 nonlethal, unarmed strike) or +1 melee (1d4+1,
  pistol whip); Full Atk +1 melee (1d3+1 nonlethal, unarmed
  strike) or +1 melee (1d4+1, pistol whip) or +1 ranged (2d6,
  Ruger Service-Six), or +1 ranged (2d4, Pathfinder); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +2, Will –1; AP 0;
  Rep +0; Str 12, Dex 13, Con 15, Int 10, Wis 8, Cha 14.
  GM CHARACTERS
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  Occupation: Law enforcement (bonus class skills: Diplo-
  macy, Intimidate).
  Skills: Bluff +6, Diplomacy +7, Disguise +5, Forgery +1,
  Gather Information +4, Intimidate +5, Knowledge (business)
  +2, Knowledge (streetwise) +2, Read/Write English,
  Speak English.
  Feats: Deceptive, Low Profile, Personal Firearms Profi-
  ciency, Simple Weapons Proficiency.
  Possessions: Ruger Service-Six (.38S revolver with con-
  cealed carry holster), 50 rounds of .38 special ammunition,
  Pathfinder (.22 revolver with concealed carry holster), 50
  rounds of .22 caliber ammunition, fake ID, various gear and
  personal possessions.
  Mid-Level Undercover Cop (Tough Ordinary 3/Charis-
  matic Ordinary 3): CR 5; Medium-size human; HD 3d10+6
  plus 3d6+6; hp 39; Mas 15; Init +1; Spd 30 ft.; Defense 16,
  touch 14, flat-footed 15 (+1 Dex, +3 class, +2 light undercover
  shirt); BAB +3; Grap +4; Atk +4 melee (1d3+1 nonlethal,
  unarmed strike) or +4 melee (1d4+1/19–20, knife); Full Atk +4
  melee (1d3+1 nonlethal, unarmed strike) or +4 melee (1d4+1,
  pistol whip) or +4 ranged (2d6, Ruger Service-Six) or +4
  ranged (2d4, Pathfinder); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +6, Ref +4, Will +1; AP 0; Rep +0; Str 12, Dex 13, Con 15,
  Int 10, Wis 8, Cha 15.
  Occupation: Law enforcement (bonus class skills:
  Diplomacy, Intimidate).
  Skills: Bluff +14, Diplomacy +7, Disguise +5, Forgery +3,
  Gather Information +7, Intimidate +6, Knowledge (business)
  +4, Knowledge (streetwise) +4, Read/Write English, Speak
  English.
  Feats: Armor Proficiency (light), Deceptive, Low Profile,
  Personal Firearms Proficiency, Point Blank Shot, Simple
  Weapons Proficiency.
  Possessions: Ruger Service-Six (.38S revolver with con-
  cealed carry holster), 50 rounds of .38 special ammunition,
  Pathfinder (.22 revolver with concealed carry holster), 50
  rounds of .22 caliber ammunition, fake ID, various gear and
  personal possessions.
  High-Level Undercover Cop (Tough Ordinary 5/Charis-
  matic Ordinary 5): CR 9; Medium-size human; HD 5d10+10
  plus 5d6+10; hp 65; Mas 15; Init +1; Spd 30 ft.; Defense 19,
  touch 17, flat-footed 17 (+2 Dex, +5 class, +2 light undercover
  shirt); BAB +5; Grap +6; Atk +6 melee (1d3+1 nonlethal,
  unarmed strike) or +6 melee (1d4+1, pistol whip); Full Atk +6
  melee (1d3+1 nonlethal, unarmed strike) or +6 melee (1d4+1,
  pistol whip) or +7 ranged (2d6, Ruger Service-Six) or +7
  ranged (2d4, Pathfinder); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any;
  SV Fort +8, Ref +6, Will +1; AP 0; Rep +1; Str 12, Dex 14, Con 15,
  Int 10, Wis 8, Cha 15.
  Occupation: Law enforcement (bonus class skills: Diplo-
  macy, Intimidate).
  Skills: Bluff +14, Diplomacy +10, Disguise +5, Forgery +5,
  Gather Information +9, Intimidate +9, Investigate +4, Knowl-
  edge (business) +7, Knowledge (streetwise) +7, Read/Write
  English, Speak English.
  Feats: Armor Proficiency (light), Attentive, Deceptive,
  Low Profile, Personal Firearms Proficiency, Point Blank Shot,
  Simple Weapons Proficiency.
  Possessions: Ruger Service-Six (.38S revolver with con-
  cealed carry holster), 50 rounds of .38 special ammunition,
  Pathfinder (.22 revolver with concealed carry holster), 50
  rounds of .22 caliber ammunition, fake ID, various gear and
  personal possessions.
  UNIVERSITY SCIENTIST
  Universities with extensive science programs do a great deal
  of research funded by the government and private grants.
  Students and faculty of the science departments conduct
  this research with a varying degree of secrecy depending on
  the sensitivity of the research. Most projects are fairly
  innocuous, though, and may even be rather inane, at that.
  Low-level university scientists are often graduate stu-
  dents or assistants to more experienced researchers. Mid-
  level types are just shy of achieving their tenure, while
  high-level types have reached tenure and have often
  received a government grant of some kind as well.
  Low-Level University Scientist (Smart Ordinary 2): CR 1;
  Medium-size human; HD 2d6+2; hp 9; Mas 13; Init –1; Spd
  30 ft.; Defense 10, touch 10, flat-footed 10 (–1 Dex, +1 class);
  BAB +1; Grap +1; Atk +1 melee (1d3 nonlethal, unarmed strike);
  Full Atk +1 melee (1d3 nonlethal, unarmed strike) or +0
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +1, Ref –1,
  Will +4; AP 0; Rep +1; Str 10, Dex 8, Con 13, Int 15, Wis 14,
  Cha 12.
  Occupation: Academic (bonus class skills: Knowledge
  [physical sciences], Knowledge [technology], Research).
  Skills: Computer Use +7, Craft (chemical) +6, Craft (phar-
  maceutical) +6, Knowledge (arcane lore) +7, Knowledge
  (behavioral sciences) +9, Knowledge (current events) +7,
  Knowledge (earth and life sciences) +9, Knowledge (physical
  sciences) +10, Knowledge (technology) +10, Profession +6,
  Read/Write English, Read/Write Language (any two),
  Research +7, Speak English, Speak Language (any two).
  Feats: Educated (Knowledge [behavioral sciences],
  Knowledge [earth and life sciences], Knowledge [physical
  sciences], and Knowledge [technology]), Simple Weapons
  Proficiency.
  Possessions: Lab coat, casual clothes, desktop com-
  puter (with broadband modem), various gear and personal
  possessions.
  Mid-Level University Scientist (Smart Ordinary 6): CR 5;
  Medium-size human; HD 6d6+6; hp 27; Mas 13; Init –1; Spd
  30 ft.; Defense 11, touch 11, flat-footed 11 (–1 Dex, +2 class);
  BAB +3; Grap +3; Atk +3 melee (1d3 nonlethal, unarmed
  strike); Full Atk +3 melee (1d3 nonlethal, unarmed strike) or
  +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3,
  Ref +1, Will +5; AP 0; Rep +2; Str 10, Dex 8, Con 13, Int 16,
  Wis 14, Cha 12.
  Occupation: Academic (bonus class skills: Knowledge
  [physical sciences], Knowledge [technology], Research).
  Skills: Computer Use +11, Craft (chemical) +13, Craft (phar-
  maceutical) +13, Knowledge (arcane lore) +13, Knowledge
  (behavioral sciences) +13, Knowledge (current events) +11,
  Knowledge (earth and life sciences) +13, Knowledge (physical
  sciences) +14, Knowledge (technology) +14, Knowledge
  GM CHARACTERS
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  (theology and philosophy) +11, Profession +11, Read/Write
  English, Read/Write Language (any three), Research +12,
  Speak English, Speak Language (any three).
  Feats: Builder (Craft [chemical] and Craft [pharmaceu-
  tical], Educated (Knowledge [arcane lore], Knowledge
  [behavioral sciences], Knowledge [earth and life sciences],
  Knowledge [physical sciences], Knowledge [technology],
  and Knowledge [theology and philosophy]), Simple
  Weapons Proficiency.
  Possessions: Lab coat, casual clothes, desktop com-
  puter (with broadband modem), various gear and personal
  possessions.
  High-Level University Scientist (Smart Ordinary 10): CR
  9; Medium-size human; HD 10d6+10; hp 45; Mas 13; Init –1;
  Spd 30 ft.; Defense 12, touch 12, flat-footed 12 (–1 Dex, +3
  class); BAB +5; Grap +5; Atk +5 melee (1d3 nonlethal,
  unarmed strike); Full Atk +5 melee (1d3 nonlethal, unarmed
  strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +4, Ref +2, Will +7; AP 0; Rep +4; Str 10, Dex 8, Con 13, Int
  17, Wis 14, Cha 12.
  Occupation: Academic (bonus class skills: Knowledge
  [physical sciences], Knowledge [technology], Research).
  Skills: Computer Use +15, Craft (chemical) +17, Craft (phar-
  maceutical) +17, Knowledge (arcane lore) +17, Knowledge
  (behavioral sciences) +18, Knowledge (current events) +15,
  Knowledge (earth and life sciences) +18, Knowledge (physi-
  cal sciences) +19, Knowledge (technology) +18, Knowledge
  (theology and philosophy) +13, Profession +15, Read/Write
  English, Read/Write Language (any three), Research +16,
  Speak English, Speak Language (any three).
  Feats: Builder (Craft [chemical] and Craft [pharmaceu-
  tical], Educated (Knowledge [arcane lore], Knowledge
  [behavioral sciences], Knowledge [earth and life sci-
  ences], Knowledge [physical sciences], Knowledge [tech-
  nology], and Knowledge [theology and philosophy]), Simple
  Weapons Proficiency.
  Possessions: Lab coat, casual clothes, desktop com-
  puter (with broadband modem), various gear and personal
  possessions.
  VATICAN INVESTIGATOR
  Although they don’t widely advertise the fact, the Catholic
  Church maintains a small corps of priests, headquartered in
  Vatican City, whose job is to investigate events around the
  world that might have religious significance. These priests
  have been dispatched to investigate sightings of
  angels, cases of demonic possession, and the
  appearance of stigmata. In each case, they compare
  the accounts and evidence to previously gathered
  information to determine whether or not the phe-
  nomenon in question matches confirmed events—
  or just the results of overactive imaginations
  or schizophrenia.
  A low-level Vatican investigator is a recently
  ordained priest who has been recruited directly into
  the investigative branch. A mid-level Vatican inves-
  tigator has a bit more experience in the field and
  may have witnessed some truly miraculous phe-
  nomena for which there seemed to be no explana-
  tion. A high-level investigator has seen plenty of
  unexplained phenomena and may have actually
  conducted an exorcism or two.
  Low-Level Vatican Investigator (Dedicated
  Ordinary 2): CR 1; Medium-size human; HD 2d6+2;
  hp 9; Mas 12; Init +0; Spd 30 ft.; Defense 12, touch 12,
  flat-footed 12 (+0 Dex, +2 class); BAB +1; Grap +0; Atk
  +0 melee (1d3–1 nonlethal, unarmed strike); Full Atk
  +0 melee (1d3–1 nonlethal, unarmed strike) or +1 ranged;
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +0, Will
  +4; AP 0; Rep +1; Str 8, Dex 10, Con 12, Int 13, Wis 15, Cha 14.
  Occupation: Investigative (bonus class skills: Gather
  Information, Research).
  Skills: Gather Information +7, Investigate +8, Knowledge
  (arcane lore) +8, Knowledge (history) +2, Knowledge (theol-
  ogy and philosophy) +8, Read/Write English, Read/
  Write Latin, Research +6, Sense Motive +6, Speak English,
  Speak Latin.
  Feats: Attentive, Educated (Knowledge [arcane lore]
  and Knowledge [theology and philosophy]), Personal
  Firearms Proficiency, Simple Weapons Proficiency.
  MN
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  Possessions: Holy symbol, notebook computer (with
  cellular modem), cell phone, various personal possessions.
  Mid-Level Vatican Investigator (Dedicated Ordinary 6):
  CR 5; Medium-size human; HD 6d6+6; hp 27; Mas 12; Init +0;
  Spd 30 ft.; Defense 13, touch 13, flat-footed 13 (+0 Dex, +3
  class); BAB +4; Grap +3; Atk +3 melee (1d3–1 nonlethal,
  unarmed strike); Full Atk +3 melee (1d3–1 nonlethal, unarmed
  strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV
  Fort +4, Ref +2, Will +8; AP 0; Rep +2; Str 8, Dex 10, Con 12, Int
  13, Wis 16, Cha 14.
  Occupation: Investigative (bonus class skills: Gather
  Information, Research).
  Skills: Diplomacy +6, Gather Information +13, Investigate
  +12, Knowledge (arcane lore) +11, Knowledge (history) +3,
  Knowledge (theology and philosophy) +12, Read/Write Eng-
  lish, Read/Write Latin, Research +10, Sense Motive +9, Speak
  English, Speak Latin.
  Feats: Attentive, Educated (Knowledge [arcane lore]
  and Knowledge [theology and philosophy]), Iron Will, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency,
  Trustworthy.
  Possessions: Holy symbol, notebook computer (with
  cellular modem), cell phone, various personal possessions.
  High-Level Vatican Investigator (Dedicated Ordinary
  10): CR 9; Medium-size human; HD 10d6+10; hp 45; Mas 12;
  Init +0; Spd 30 ft.; Defense 15, touch 15, flat-footed 15 (+0
  Dex, +5 class); BAB +7; Grap +6; Atk +6 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +6/+1 melee (1d3–1 non-
  lethal, unarmed strike) or +7/+2 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +6, Ref +3, Will +10; AP 0; Rep +4;
  Str 8, Dex 10, Con 12, Int 13, Wis 16, Cha 15.
  Occupation: Investigative (bonus class skills: Gather
  Information, Research).
  Skills: Diplomacy +7, Gather Information +17, Investigate
  +16, Knowledge (arcane lore) +16, Knowledge (history) +5,
  Knowledge (theology and philosophy) +16, Read/Write Eng-
  lish, Read/Write Latin, Research +14, Sense Motive +9, Speak
  English, Speak Latin.
  Feats: Attentive, Educated (Knowledge [arcane lore] and
  Knowledge [theology and philosophy]), Iron Will, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Trust-
  worthy, Windfall.
  Possessions: Holy symbol, notebook computer (with
  cellular modem), cell phone, various personal possessions.
  WILDERNESS TRACKER
  Wilderness trackers are human bloodhounds that can
  track man or beast through difficult and wild terrain.
  Low-level wilderness trackers include volunteer search-
  and-rescue crews, along with amateur hunters. Mid-level
  wilderness trackers are professional hunters or elite
  search-and-rescue members. High-level wilderness track-
  ers tackle the world’s most difficult landscapes and often
  seek extremely elusive prey. Wilderness trackers are usu-
  ally armed, in case they run into a dangerous beast—they
  rarely, if ever wear armor.
  Low-Level Wilderness Tracker (Fast Ordinary 1/Dedi-
  cated Ordinary 1): CR 1; Medium-size human; HD 1d8 plus
  1d6; hp 8; Mas 10; Init +2; Spd 30 ft.; Defense 16, touch 16,
  flat-footed 14 (+2 Dex, +4 class); BAB +0; Grap +1; Atk +1
  melee (1d3+1 nonlethal, unarmed strike) or +2 ranged (2d10,
  Winchester 94); Full Atk +1 melee (1d3+1 nonlethal, unarmed
  strike) or +2 ranged (2d10, Winchester 94); FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL any; SV Fort +1, Ref +3, Will +3; AP 0; Rep +1;
  Str 13, Dex 15, Con 10, Int 12, Wis 14, Cha 8.
  Occupation: Adventurer (bonus class skills: Spot,
  Survival).
  Skills: Hide +4, Knowledge (behavioral sciences) +3,
  Knowledge (tactics) +3, Listen +6, Move Silently +5, Navigate
  +5, Profession +4, Read/Write English, Speak English, Spot
  +7, Survival +9.
  Feats: Guide, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Track.
  Possessions: Winchester 94 (.444 hunting rifle), compass,
  backpack, standard binoculars, 2-person dome tent, trail
  rations, standard flashlight, chemical light sticks, various
  gear and personal possessions.
  Mid-Level Wilderness Tracker (Fast Ordinary 3/Dedi-
  cated Ordinary 3): CR 5; Medium-size human; HD 3d8 plus
  3d6; hp 24; Mas 10; Init +2; Spd 30 ft.; Defense 18, touch 18,
  flat-footed 16 (+2 Dex, +6 class); BAB +4; Grap +5; Atk +5
  melee (1d3+1 nonlethal, unarmed strike) or +6 ranged (2d10,
  Winchester 94); Full Atk +5 melee (1d3+1 nonlethal, unarmed
  strike) or +6 ranged (2d10, Winchester); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL any; SV Fort +3, Ref +5, Will +5; AP 0; Rep +2; Str 13,
  Dex 15, Con 10, Int 12, Wis 15, Cha 8.
  Occupation: Adventurer (bonus class skills: Spot, Sur-
  vival).
  Skills: Hide +6, Knowledge (behavioral sciences) +6,
  Knowledge (tactics) +6, Listen +9, Move Silently +8, Navigate
  +7, Profession +5, Read/Write English, Speak English, Spot
  +12, Survival +13.
  Feats: Alertness, Endurance, Guide, Personal Firearms
  Proficiency, Simple Weapons Proficiency, Track.
  Possessions: Winchester 94 (.444 hunting rifle), compass,
  backpack, standard binoculars, 2-person dome tent, trail
  rations, standard flashlight, chemical light sticks, various
  gear and personal possessions.
  High-Level Wilderness Tracker (Fast Ordinary 5/Dedi-
  cated Ordinary 5): CR 9; Medium-size human; HD 5d8 plus
  5d6; hp 40; Mas 10; Init +3; Spd 30 ft.; Defense 21, touch 21,
  flat-footed 18 (+3 Dex, +8 class); BAB +6; Grap +7; Atk +7
  melee (1d3+1 nonlethal, unarmed strike) or ranged +9 (2d10,
  Winchester 94); Full Atk +7/+2 melee (1d3+1 nonlethal,
  unarmed strike) or +9/+4 ranged (2d10, Winchester 94); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +7, Will +6;
  AP 0; Rep +3; Str 13, Dex 16, Con 10, Int 12, Wis 15, Cha 8.
  Occupation: Adventurer (bonus class skills: Spot,
  Survival).
  Skills: Hide +12, Knowledge (behavioral sciences) +9,
  Knowledge (tactics) +9, Listen +12, Move Silently +13, Navi-
  gate +9, Profession +6, Read/Write English, Speak English,
  Spot +15, Survival +15.
  GM CHARACTERS
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  Feats: Alertness, Endurance, Guide, Personal Firearms
  Proficiency, Simple Weapons Proficiency, Stealthy, Track.
  Possessions: Winchester 94 (.444 hunting rifle), compass,
  backpack, standard binoculars, 2-person dome tent, trail
  rations, standard flashlight, chemical light sticks, various
  gear and personal possessions.
  HEROIC GM CHARACTERS
  Not every person a character meets is an ordinary charac-
  ter. GMs can use the following heroic supporting charac-
  ters and the groups that they belong to in their own
  campaigns however they wish. Some suggestions have been
  provided to help work them into existing or upcoming
  plots, though GMs can easily pick out one or two of the
  characters below and introduce them singly instead of as
  part of their affiliated group and then later bring the rest of
  the group into play.
  The 25th Freedom Corps
  The 25th Freedom Corps is a militia group that former
  marine sergeant Derek Osterman created in the mid-1990s,
  when he grew increasingly angry at the way America was
  changing. Purchasing several hundred acres of land in a rural
  area, Osterman recruited many of his friends to join his mili-
  tia so that they could all prepare for the “approaching con-
  flict” with the fascist elements that he believes have
  infiltrated and degraded the country he loves. 
  The members of the corps are made up of regular people
  with a penchant for guns, survivalist attitudes, and a dis-
  dain for the federal government. They train constantly in
  squad tactics, survival techniques, and guerilla warfare.
  Their activities have recently brought them to the atten-
  tion of the government that they despise so much. The
  government monitors to see whether they are purchasing
  weapons and explosives. In truth, the 25th Freedom Corps
  is armed to the teeth, although they are careful to keep
  their most dangerous weapons out of sight, for fear of
  being harassed by the FBI and the ATF and other Homeland
  Security officials. They have contacts with other militia
  groups around the country, and they have made inquiries
  with black marketeers in other countries to acquire larger
  and more powerful weapons.
  The 25th Freedom Corps have their base in a survivalist
  enclave that they fiercely protect from interlopers such as
  federal authorities. The compound is built like a military
  base and includes a barracks, a water supply, a target range,
  and a cache of weapons. If attacked, the members of the
  corps fight back with incredible ferocity—few realize
  exactly how much firepower they have at their disposal.
  Derek Osterman is the founder and self-stylized Com-
  mander of the 25th Freedom Corps. He served in the U.S.
  Marines for many years, but he was dishonorably discharged
  after assaulting a superior officer. He drifted for a few years
  before purchasing a plot of land and establishing a camp
  that taught survival skills to the locals. After witnessing the
  attack on the Branch Davidians in Waco, Texas, Osterman
  had had enough and switched his focus to training troops
  for the next civil war that he was sure was approaching.
  Derek is a charismatic individual who easily commands
  loyalty among his troops. He is tough but fair, although he
  has no respect or patience for anyone that pledges alle-
  giance to the federal government. He does his best to main-
  tain civil relations with the local law enforcement by
  portraying the image of a patriot.
  John MacGonnel is the youngest member of the 25th
  Freedom Corps. The son of a local farmer, John learned
  how to shoot a gun almost as soon as he could walk. He
  spent most of his days out hunting in the fields and pas-
  tures around his house, dodging school, and getting into
  typical teenage trouble. After his father was arrested by
  the ATF for weapons trafficking, John took the message of
  the 25th Freedom Corps more to heart. He moved onto
  the compound full time and spends most of his days
  helping out around the base and honing his talent for
  sharp-shooting.
  Scott Henry is the heavy weapons specialist of the 25th
  Freedom Corps. After serving in the Gulf War, Henry moved
  back to his hometown and tried to get back into normal life.
  However, adjusting to his previous life proved difficult, and
  he soon found himself in trouble with the law when he kept
  getting into fights. Osterman contacted Henry to see
  whether the weapons specialist could help establish the
  corps, and the leader drew on Henry’s knowledge of heavy
  weapons, explosives, and tactics. Henry found the compan-
  ionship and mindset that he was craving in the corps and
  quickly became one of its most dedicated members. He
  helps to train the members of the corps in heavy weapons
  and tactics, as well as shows members ways to blow up
  buildings, bridges, and other structures.
  Winston Clay is the 25th Freedom Corps’ primary scout
  and guerilla fighter. Previously a big game hunter and
  wilderness tracker, Clay was drawn to the corps after being
  contacted by a friend who had found the thrilling and dan-
  gerous lifestyle intoxicating. Winston was already disen-
  chanted with the way that the country was heading and
  became one of the most ardent speakers on the goals and
  ideology that the corps espouses.
  Using the 25th Freedom Corps
  The 25th Freedom Corps may be a great place for some clue
  to turn up that is relevant the heroes’ current adventures, or
  the corps may end up being a major source of problems for
  the heroes. Either way, the people in the corps are rather
  hard to talk to given their suspicions of the government, so
  it should be a challenge to deal with them.
  Derek Osterman (Dedicated Hero 2/Smart Hero 2/
  Charismatic Hero 3): CR 7; Medium-size human; HD 2d6+2
  plus 2d6+2 plus 2d6+2; hp 30; Mas 12; Init +1; Spd 25 ft.;
  Defense 20, touch 15, flat-footed 19 (+1 Dex, +4 class, +5
  light-duty vest); BAB +3; Grap +4; Atk +4 melee (1d4+1,
  unarmed strike) or +4 melee (1d6+1, rifle butt); Full Atk +4
  melee (1d4+1, unarmed strike) or +4 melee (1d6+1, rifle butt)
  or +4 ranged (2d6, Beretta 92F) or +5 (2d8, M4 carbine); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL 25th Freedom Corps; SV Fort +5,
  Ref +3, Will +7; AP 3; Rep +4; Str 12, Dex 13, Con 12, Int 15,
  Wis 15, Cha 16.
  GM CHARACTERS
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  Occupation: Military (bonus class skills: Demolitions,
  Knowledge [tactics]).
  Skills: Demolitions +13, Diplomacy +8, Disable Device +8,
  Hide +3, Intimidate +9, Knowledge (civics) +6, Knowledge
  (history) +6, Knowledge (tactics) +13, Listen +7, Move Silently
  –1*, Navigate +7, Pilot +6, Profession +5, Read/Write English,
  Read/Write Spanish, Speak English, Speak Spanish, Spot +7,
  Survival +7.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Burst Fire, Combat Martial Arts, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons Pro-
  ficiency, Weapon Focus (M4 Carbine).
  Talents (Dedicated Hero): Skill Emphasis (Demolitions).
  Talents (Smart Hero): Savant (Knowledge [tactics]).
  Talents (Charismatic Hero): Coordinate, inspiration.
  Possessions: M4 Carbine (5.56mm assault rifle) with
  laser sight, 100 rounds of 5.56mm ammunition, 92F
  Beretta (9mm autoloader), 50 rounds of 9mm ammunition,
  light-duty vest, backpack, rangefinding binoculars, com-
  pass, standard flashlight, hip holster, mesh vest, ghillie
  suit, fatigues.
  *Includes armor penalty for light-duty vest.
  Derek Osterman is 6 feet 3 inches tall and weighs 200
  pounds. He wears his blonde hair in a military buzz, which
  frames his steely blue eyes. He boasts a scar that extends
  from his neck to his left cheek—a trophy that he acquired
  during his career in the military.
  John MacGonnel (Fast Hero 6): CR 6; Medium-size human;
  HD 6d8+6; hp 38; Mas 12; Init +3; Spd 35 ft.; Defense 19, touch
  19, flat-footed 16 (+3 Dex, +6 class); BAB +4; Grap +4; Atk +4
  melee (1d3 nonlethal, unarmed strike); Full Atk +4 melee (1d3
  nonlethal, unarmed strike) or +8 ranged (Remington 700,
  2d10) or +7 ranged (Beretta 92F, 2d6); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL 25th Freedom Corps; SV Fort +3, Ref +6, Will +4; AP 3;
  Rep +2; Str 11, Dex 17, Con 12, Int 10, Wis 15, Cha 10.
  Occupation: Rural (bonus class skills: Climb, Survival).
  Skills: Balance +4, Climb +9, Hide +15, Move Silently +15,
  Read/Write English, Search +2, Speak English, Spot +4,
  Survival +11.
  Feats: Advanced Firearms Proficiency, Dead Aim, Far Shot,
  Personal Firearms Proficiency, Point Blank Shot, Precise Shot,
  Simple Weapons Proficiency, Stealthy, Weapon Focus
  (Remington 700).
  Talents (Fast Hero): Evasion, increased speed, uncanny
  dodge 1.
  Possessions: Remington 700 (7.62mm hunting rifle) with
  standard scope, 100 rounds of 7.62mm ammunition, Berretta
  92F (9mm autoloader), 50 rounds of 9mm ammunition,
  ghillie suit, fatigues, mesh vest, rangefinding binoculars, trail
  rations, professional walkie-talkie.
  John is a tall, lean man with short-cropped hair. He speaks
  with a distinct drawl and is suspicious of most people that
  he does not know. If the corps is attacked, John tries to find
  a high point that gives him the best shots.
  LF
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  Scott Henry (Strong Hero 2/Tough Hero 4): CR 6;
  Medium-size human; HD 2d8+4 plus 4d10+8; hp 53; Mas 15;
  Init +2; Spd 30 ft.; Defense 17, touch 17, flat-footed 15 (+2 Dex,
  +5 class); BAB +5; Grap +8; Atk +8 melee (1d4+3, unarmed
  strike) or +8 melee (1d6+3/19–20, metal baton); Full Atk +8
  melee (1d4+3, unarmed strike) or +8 melee (1d6+3/19–20,
  metal baton) or +8 ranged (2d8, M60) or +7 ranged (varies,
  M79) or +7 ranged (4d6, fragmentation grenade); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL 25th Freedom Corps; SV Fort +6, Ref +2,
  Will +1; AP 3; Rep +1; Str 17, Dex 14, Con 15, Int 9, Wis 11, Cha 13.
  Occupation: Military (bonus class skills: Drive,
  Knowledge [tactics]).
  Skills: Climb +4, Concentration +4, Drive +6, Intimidate
  +3, Jump +4, Knowledge (current events) +1, Knowledge (tac-
  tics) +2, Listen +3, Profession +1, Read/Write English, Speak
  English, Spot +3, Swim +4.
  Feats: Advanced Firearms Proficiency, Alertness, Combat
  Martial Arts, Exotic Firearms Proficiency (heavy machine
  guns), Exotic Firearms Proficiency (grenade launcher), Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency,
  Vehicle Expert, Weapon Focus (M60).
  Talents (Strong Hero): Extreme effort.
  Talents (Tough Hero): Fire resistance, robust.
  Possessions: M-60 (medium machine gun), 200 rounds of
  7.62mm ammunition, M79 grenade launcher, 10 40mm frag-
  mentation grenades, 2 fragmentation grenades, fatigues,
  ghillie suit, range pack, professional walkie-talkie.
  Scott Henry is a hulking brute of a man who stands over 6
  feet 5 inches tall and is packed with muscles. Like the other
  members of the corps, Scott wears his hair short and prefers
  to wear fatigues to regular clothing. He is taciturn, talking
  only when he has to. In case of an attack, Henry gets into a
  position where his M60 or grenade launcher can do the
  most damage.
  Winston Clay (Fast Hero 2/Dedicated Hero 4): CR 6;
  Medium-size human; HD 2d8+2 plus 4d6+4; hp 29; Mas 12;
  Init +2; Spd 30 ft.; Defense 19, touch 19, flat-footed 17 (+2
  Dex, +7 class); BAB +4; Grap +5; Atk +5 melee (1d4+1, unarmed
  strike); Full Atk +5 melee (1d4+1, unarmed strike) and +5
  melee (1d6+1/19–20, machete) or +6 ranged (2d8, M16A2) or
  +6 ranged (2d6, Colt M1911) or +6 ranged (4d6, fragmentation
  grenade) or +6 ranged (special, smoke grenade); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL 25th Freedom Corps; SV Fort +3, Ref +5,
  Will +5; AP 3; Rep +2; Str 12, Dex 15, Con 12, Int 11, Wis 16,
  Cha 10.
  Occupation: Adventurer (bonus class skills: Move
  Silently, Survival).
  Skills: Hide +9, Knowledge (earth and life sciences) +2,
  Knowledge (tactics) +3, Listen +12, Move Silently +7, Navigate
  +7, Profession +5, Read/Write English, Speak English, Spot
  +8, Survival +13, Treat Injury +4.
  Feats: Advanced Firearms Proficiency, Alertness, Archaic
  Weapon Proficiency, Combat Martial Arts, Guide, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons Pro-
  ficiency, Track.
  Talents (Fast Hero): Evasion.
  Talents (Dedicated Hero): Skill emphasis (Survival),
  aware.
  Possessions: M16A2 (5.56mm assault rifle), 50 rounds of
  5.56mm ammunition, Colt M1911 (.45 autoloader), 50 rounds
  of .45 caliber ammunition, 3 fragmentation grenades, 2
  smoke grenades, machete, ghillie suit, fatigues, backpack,
  binoculars, compass, standard flashlight, GPS receiver, mesh
  vest, portable stove, trail rations, professional walkie-talkie.
  Winston is a tall, lean man with leathery skin from spending
  most of his time in the wilderness. Despite his lonely occu-
  pation, Winston is a gregarious person who talks a great
  deal, and his topic of choice usually focuses on the state of
  the nation and the decline of western civilization. He has
  dark hair and deep brown eyes that quickly take in the situ-
  ation around him, and he stands about 6 feet tall.
  Barret’s Crew
  Some common criminals rob banks and hold up liquor
  stores. Then there is Barret’s Crew, which is a highly trained,
  highly motivated, and highly paid group of criminals that
  tackle the toughest of targets—international jewelry cartels,
  corporate headquarters, and prestigious museums with up-
  to-the-second security systems. While they can and do per-
  form jobs for the highest bidder, they usually choose their
  own schemes. Each aspect of a job is meticulously investi-
  gated and planned out, and it sometimes takes months of
  work before the actual heist begins.
  Each member of Barret’s crew has their unique specialty,
  which makes the group a well-oiled machine of efficiency
  and style. The leader is Bertrand Barret, a professional crim-
  inal who has committed some of the most spectacular
  thefts in recent ages. He is well known among other crimi-
  nals, but he prefers to keep a low profile when in public.
  The crew has a variety of gear and weapons, depending
  on the job at hand. Some jobs require finesse and subtlety,
  while others focus on brute force and heavy weapons. The
  gear that each of the members has is their “standard” equip-
  ment—feel free to change this list to correspond to the
  crime they are involved in at the time.
  Bertrand Barret is the founder and undisputed leader of
  the crew that bears his name. He is a career criminal who
  started out large by taking on banks. Over time, his skills,
  abilities, and reputation expanded, and he found himself
  being asked to help out with other criminal groups to pull
  off heists, robberies, and various scams. After a stint in
  prison for being set up by a former comrade, Bertrand
  decided to go it alone. He gathered several talented indi-
  viduals with whom he’d worked in the past, or he sought
  out some for their expertise in fields that he required, and
  slowly created a perfect blend of criminals.
  Bertrand does his best to blend into a situation and is the
  most well-rounded member of the crew. He masterminds
  every job, although he’s usually planning several months or
  years in advance. Disdainful of petty crime, Bertrand focuses
  his efforts on the toughest of targets, such as military instal-
  lations, museums, private homes with state-of-the-art secu-
  rity, and the like. Although he has made (and spent) several
  fortunes during the course of his career, Bertrand is always
  on the prowl for the most exciting adventures. He has been
  accused many times of acting like the whole thing is a big
  game, and he has never admitted to it one way or another.
  GM CHARACTERS
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  Bertrand is a connoisseur in many of the finer things in life.
  He can talk at length about art, poetry, wine, and music.
  Slick, smooth, and cultured, Anthony Van Slyke was a
  hustler working the French Rivera when Bertrand Barret dis-
  covered him. Actually, Van Slyke pegged Bertrand for an
  easy “mark,” and Bertrand later asked him to join up with
  his crew after he determined that he met Barret’s high stan-
  dards of professionalism. Tired of bilking wealthy widows
  and young dilettantes from their fortunes, Van Slyke was
  delighted to get involved with a group that could show him
  the real money.
  Anthony works as the crew’s social engineer—the person
  who can grease the wheels to allow access to forbidden
  areas, gain passwords from loose pillow talk, and find out
  information vital for the crew’s next job. He excels at using
  his looks and silver tongue and is utterly sure of himself.
  Despite his manners, Van Slyke is cold, calculating, and
  more than a bit cruel. He dislikes violence, but he uses it if
  his other techniques fail. During a job, Van Slyke works the
  social angle, while the rest of the crew gets inside the
  target zone.
  Sergei Teknikov is Barret’s professional gunman and driver.
  A master with any sort of firearm, Sergei prefers using rifles
  for long distance shots, or powerful handguns if he needs to
  get in close. Sergei was a former soldier in the North Korean
  army before defecting to the United States, and he found
  that his skills and talent with a gun could land him work
  with anyone who could afford his price. He has recently
  hooked up with Barret’s Crew and is still in the “proba-
  tionary” stage—Bertrand is still evaluating to make sure
  that Sergei’s penchant for violence isn’t something to be
  concerned about.
  As the technical specialist for Barret’s Crew, Hamsa Kumar
  is responsible for all the technological issues that might
  come up with a job. Before joining the crew, Hamsa was a
  brilliant electrical engineer, inventor, and software techni-
  cian who worked for a large corporation targeted by one of
  Barret’s schemes. Hamsa actually discovered what Barret
  was up to in the middle of the job, but Bertrand paid her off
  to keep things quiet. Hamsa made a counter offer, at a sub-
  stantially higher rate, to actually help Barret in his job. She’s
  been working with the crew ever since.
  Hamsa does all the technical planning for each job,
  including acquiring equipment, schematics, and weapons
  that might be necessary. An accomplished chemist and
  engineer, Hamsa can create what the crew cannot acquire
  through normal means, sometimes coming up with ingen-
  ious, if unusual solutions to certain problems.
  Andy Cliff is the break-in expert for Barret’s Crew. Small,
  slight, and nimble, he is a pro at getting into hard-to-reach
  places. Andy is usually the first person into a building or sce-
  nario so that he can scout it out or do the actual
  break-in. Andy prefers not to be seen at all and is
  uncomfortable in most social situations.
  Andy Cliff began his work career as a con-
  tortionist for a small carnival. Barrett first
  ZP
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  spotted Andy during a performance. Impressed by the skills
  that Andy showed, Barrett offered a handsome reward to
  Andy if he would help out with a simple break-in job. Find-
  ing that he enjoyed himself immensely, Andy signed on full
  time with Barrett’s Crew.
  Using Barret’s Crew
  The obvious way to implement Barret’s Crew in a game ses-
  sion is to inform the heroes of Bertrand’s upcoming heist or
  have the heroes be in charge of retrieving a stolen object
  from Barret before he does something with it. Another
  option includes allowing the heroes to work with the crew
  briefly as they pursue a common goal, but each team has a
  different item or piece of information that they want from
  the experience.
  Bertrand Barret (Smart Hero 4/Dedicated Hero 3/
  Charismatic Hero 4): CR 11; Medium-size human; HD 4d6
  plus 3d6 plus 4d6; hp 47; Mas 10; Init +0; Spd 30 ft.;
  Defense 16, touch 14, flat-footed 16 (+0 Dex, +4 class, +2
  light undercover shirt); BAB +6; Grap +6; Atk +6 melee (1d3
  nonlethal, unarmed strike); Full Atk +6/+1 melee (1d3 non-
  lethal, unarmed strike) or +6/+1 melee (1d6 nonlethal, sap)
  or +7/+2 ranged (2d6, Glock 17) or +7/+2 (2d6, HK MP5); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL Barret’s Crew; SV Fort +5, Ref +4,
  Will +9; AP 5; Rep +6; Str 11, Dex 10, Con 10, Int 18, Wis 15,
  Cha 17.
  Occupation: Criminal (bonus class skills: Forgery, Knowl-
  edge [streetwise]).
  Skills: Bluff +19, Computer Use +8, Diplomacy +15, Disable
  Device +12, Drive +3, Forgery +14, Gamble +7, Gather Infor-
  mation +14, Intimidate +10, Investigate +12, Knowledge (art)
  +12, Knowledge (behavioral sciences) +11, Knowledge (busi-
  ness) +10, Knowledge (current events) +10, Knowledge
  (streetwise) +15, Listen +9, Profession +9, Read/Write Eng-
  lish, Read/Write German, Read/Write Japanese, Read/
  Write Russian, Read/Write Spanish, Research +10, Search +9,
  Sense Motive +10, Speak English, Speak German, Speak
  Japanese, Speak Russian, Speak Spanish, Spot +9.
  Feats: Alertness, Advanced Firearms Proficiency, Armor
  Proficiency (light), Attentive, Deceptive, Educated (Knowl-
  edge [behavioral sciences] and Knowledge [business]), Iron
  Will, Personal Firearms Proficiency, Point Blank Shot, Precise
  Shot, Simple Weapons Proficiency, Trustworthy.
  Talents (Smart Hero): Linguist, plan.
  Talents (Dedicated Hero): Skill emphasis (Bluff), faith.
  Talents (Charismatic Hero): Fast-talk, dazzle.
  Possessions: Glock 17 (9mm autoloader), 50 rounds of
  9mm ammunition, HK MP5 (9mm submachine gun), light
  undercover shirt, sap, formal outfit, cell phone, walkie-
  talkie, Jaguar XJS (luxury sedan).
  Bertrand is smooth and dashing, in an “everyman” sort of
  way. He stands 5 feet 11 inches tall and weighs 170 pounds.
  He dresses in fine yet unpretentious clothing, although he is
  willing to assume any costume or disguise required for a job.
  Anthony Van Slyke (Charismatic Hero 3/Negotiator 7):
  CR 10; Medium-size human; HD 3d6–3 plus 7d8–7; hp 33;
  Mas 9; Init +0; Spd 30 ft.; Defense 13, touch 13, flat-footed 13
  (+0 Dex, +3 class); BAB +6; Grap +6; Atk +6 melee (1d3 non-
  lethal, unarmed strike); Full Atk +6/+1 melee (1d3 nonlethal,
  unarmed strike) or +6/+1 ranged (2d6, Walther PPK); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ conceal motive, no sweat, react first,
  talk down several opponents; AL Barret’s Crew; SV Fort +5,
  Ref +4, Will +9; AP 5; Rep +5; Str 11, Dex 10, Con 9, Int 15,
  Wis 16, Cha 19.
  Occupation: White collar (bonus class skills: Diplomacy,
  Knowledge [art]).
  Skills: Bluff +16, Diplomacy +17, Disguise +10, Forgery +7,
  Gamble +10, Gather Information +16, Intimidate +11, Knowl-
  edge (art) +11, Knowledge (behavioral sciences) +8, Knowl-
  edge (business) +10, Knowledge (history) +5, Profession +8,
  Read/Write English, Read/Write French, Read/Write
  German, Read/Write Japanese, Read/Write Russian, Read/
  Write Spanish, Search +7, Sense Motive +15, Speak English,
  Speak French, Speak German, Speak Japanese, Speak Russian,
  Speak Spanish.
  Feats: Attentive, Confident, Deceptive, Educated (Knowl-
  edge [art], Knowledge [business]), Meticulous, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons Pro-
  ficiency, Trustworthy.
  Talents (Charismatic Hero): Fast-talk, dazzle.
  Possessions: Walther PPK (.32 autoloader with con-
  cealed carry holster), 50 rounds of .32 caliber ammunition,
  disguise kit, forgery kit, cell phone, PDA, several fake IDs,
  Aston-Martin Vanquish (sports coupe).
  Anthony stands 6 feet tall, with bleached blonde hair, icy
  blue eyes, and chiseled features that get notice. Van Slyke
  wears only the latest fashions and drives fancy sports cars
  that draw attention.
  Sergei Teknikov (Fast Hero 3/Gunslinger 7): CR 10;
  Medium-size human; HD 3d6+3 plus 7d10+7; hp 84; Mas 13;
  Init +4; Spd 30 ft.; Defense 22, touch 22, flat-footed 18 (+4
  Dex, +8 class); BAB +7; Grap +7; Atk +7 melee (1d3 nonlethal,
  unarmed strike) or +7 melee (1d4, pistol whip); Full Atk +7/+2
  melee (1d3 nonlethal, unarmed strike) or +7/+2 melee (1d4,
  pistol whip) or +12/+7 ranged (2d8, Desert Eagle) or +13/+8
  ranged (2d10, HK PSG1); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ close
  combat shot, defensive position, lightning shot, sharp-
  shooting, weapon focus (HK PSG1); AL Barret’s Crew; SV Fort
  +4, Ref +10, Will +8; AP 5; Rep +3; Str 10, Dex 18, Con 13, Int 11,
  Wis 16, Cha 10.
  Occupation: Criminal (bonus class skills: Hide, Move
  Silently).
  Skills: Drive +8, Escape Artist +5, Hide +10, Knowledge
  (current events) +2, Knowledge (streetwise) +5, Listen +4,
  Move Silently +10, Read/Write English, Read/Write Russian,
  Search +2, Sleight of Hand +17, Speak English, Speak Russian,
  Spot +10, Tumble +17.
  Feats: Advanced Firearms Proficiency, Dead Aim, Double
  Tap, Far Shot, Personal Firearms Proficiency, Point Blank
  Shot, Precise Shot, Simple Weapons Proficiency, Skip Shot,
  Weapon Focus (Desert Eagle).
  Talents (Fast Hero): Evasion, uncanny dodge.
  Possessions: HK PSG1 (7.62mm sniper rifle) with electro-
  optical scope and suppressor, 50 rounds of 7.62 ammunition,
  Desert Eagle (.50AE autoloader with concealed carry holster
  GM CHARACTERS
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  and laser sight), 50 rounds of .50AE caliber ammunition,
  casual outfit, cell phone, Ford Escape XLT (SUV).
  Sergei maintains a cool and stoic presence that belies his
  talent for killing. To him, theft and violence are merely parts
  of the business—anyone who gets in the way had it coming.
  He’s not cruel, but he shows no remorse for the lives that he
  might take during a job. Sergei stands 5 feet 9 inches tall and
  weighs 150 pounds.
  Hamsa Kumar (Smart Hero 4/Techie 6): CR 10; Medium-
  size human; HD 4d6+8 plus 6d8+12; hp 61; Mas 14; Init –1; Spd
  30 ft.; Defense 14, touch 14, flat-footed 14 (–1 Dex, +4 class,
  +1 light undercover shirt); BAB +5; Grap +6; Atk +6 melee
  (1d3+1 nonlethal, unarmed strike) or +6 melee (1d3 electricity,
  stun gun); Full Atk +6 melee (1d3+1 nonlethal, unarmed
  strike) or +6 melee (1d3 electricity, stun gun) or +5 ranged
  (2d6, Glock 17) or +4 ranged (2d6, Uzi); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ build robot, extreme machine, jury-rig +2, master-
  craft; AL Barret’s Crew; SV Fort +5, Ref +2, Will +10; AP 5;
  Rep +4; Str 12, Dex 8, Con 14, Int 19, Wis 16, Cha 10.
  Occupation: Technician (bonus class skills: Computer
  Use, Knowledge [technology]; Repair).
  Skills: Computer Use +20, Craft (electronic) +19, Craft
  (mechanical) +19, Decipher Script +11, Demolitions +19, Dis-
  able Device +19, Forgery +11, Knowledge (earth and life sci-
  ences) +17, Knowledge (physical sciences) +19, Knowledge
  (technology) +20, Profession +11, Read/Write English,
  Read/Write Punjabi; Repair +20, Research +13, Search +19,
  Speak English, Speak Punjabi.
  Feats: Builder, Cautious, Combat Expertise, Educated
  (Knowledge [physical sciences] and Knowledge [technol-
  ogy], Gearhead, Meticulous, Personal Firearms Proficiency,
  Point Blank Shot, Simple Weapons Proficiency, Studious.
  Talents (Smart Hero): Savant (Computer Use), plan.
  Possessions: Uzi (9mm submachine gun), Glock 17 (9mm
  autoloader), 50 rounds of 9mm ammunition, light under-
  cover shirt, cellular interceptor, deluxe electrical tool kit,
  deluxe mechanical tool kit, chemical kit, lineman’s buttset,
  night vision goggles, demolitions kit, forgery kit, lockpick
  set, rangefinding binoculars, cell phone.
  Hamsa stands 5 feet 4 inches tall and she weighs 120
  pounds. She tends to wear loose clothing with many pock-
  ets so that she can easily hold the gadgets, tools, and parts
  she may need at any given time. She keeps her normally dark
  hair short so that she doesn’t have to spend much time on
  it. She wears glasses or contacts depending on what her
  mood is, though she sometimes likes to play with different
  colored lenses and color her hair to enhance the look she
  wants to achieve.
  Andy Cliff (Fast Hero 3/Infiltrator 7): CR 10; Medium-size
  human; HD 3d8+3 plus 7d8+7; hp 59; Mas 12; Init +5; Spd 35
  ft.; Defense 24, touch 24, flat-footed 19 (+5 Dex, +9 class);
  BAB +5; Grap +6; Atk +6 melee (1d3+1 nonlethal, unarmed
  strike); Full Atk +6 melee (1d3+1 nonlethal, unarmed strike) or
  +6 melee (1d4+1/19–20, knife) or +11 ranged (2d6, Glock 17) or
  +10 ranged (special, smoke grenade) or +10 ranged (special,
  tear gas grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ improved
  evasion, improvised implements, improvised weapon
  damage, skill mastery (Balance, Climb, Escape Artist, Jump,
  Tumble), sweep; AL Barret’s Crew; SV Fort +4, Ref +14,
  Will +6; AP 10; Rep +4; Str 13, Dex 20, Con 12, Int 14, Wis 16,
  Cha 9.
  Occupation: Adventurer (bonus class skills: Climb, Move
  Silently).
  Skills: Balance +16, Climb +13, Concentration +5, Disable
  Device +12, Escape Artist +16, Hide +18, Jump +13, Knowledge
  (physical sciences) +3, Knowledge (popular culture) +4,
  Knowledge (streetwise) +4, Knowledge (tactics) +3, Listen +10,
  Move Silently +18, Profession +4, Read/Write English, Search
  +9, Sleight of Hand +8, Speak English, Spot +4, Tumble +16.
  Feats: Acrobatic, Athletic, Defensive Martial Arts, Dodge,
  Focused, Lightning Reflexes, Nimble, Personal Firearms Pro-
  ficiency, Simple Weapons Proficiency, Stealthy.
  Talents (Fast Hero): Evasion, improved speed.
  Possessions: Glock 17 (9mm autoloader with suppressor),
  50 rounds of 9mm ammunition, 2 smoke grenades, 2 tear gas
  grenades, climbing gear, car opening kit, bolt cutters, mas-
  tercraft lockpick set, lock release gun, night vision goggles,
  metal detector, black day pack, stealthy black outfit.
  Andy stands 5 feet tall and weighs only 110 pounds, and he
  has mousy brown hair. He is extremely nimble and flexible,
  which allows him to contort his body in staggering ways.
  The Circle A’s
  The Circle A’s is a group of 20-somethings, banded together
  for the sake of causing mayhem, anarchy, and overthrowing
  “The Man.” They consider themselves revolutionaries who
  see conventional methods of dissent—rallies, sit-ins,
  peaceful demonstrations—to be both weak and ineffective.
  Their leader, a charismatic and intense young man who
  calls himself Mad Monkey, espouses a mish-mash of Marx-
  ism, the philosophy of Sun Tzu, and the teachings of certain
  radicals from the 1960s into a passionate, if confusing ide-
  ology. He has rounded up a group of like-minded individu-
  als who are just as frustrated and angry as he is about the
  inequities that he sees occurring in the world today. Like
  Mad Monkey, the members of the Circle A’s go by code-
  names, disdaining their normal names as shackles to a soci-
  ety that has betrayed them.
  The Circle A’s rely on hit-and-run tactics that cause
  impressive, if minor, property damage or embarrassment
  to their target. They focus their anger mostly on corpora-
  tions and government institutions, but retail outlets, shop-
  ping malls, and suburbs have also been targeted. Their first
  assaults involved spray painting and “mind-altering per-
  formance art” to make their cause known. Over time, they
  have increased the intensity of their assaults, including
  attempting to blow up a corporate mainframe, releasing
  wild animals from area zoos, and even plotting the kid-
  napping of the local mayor. They typically disguise them-
  selves as workers, repairmen, or students to enter into the
  target zone.
  Mad Monkey is the leader, philosopher, and coordinator
  for the Circle A’s. He makes public and explosive state-
  ments that all the members of his group are true equals,
  despite his undisputed command of the gang. Born
  GM CHARACTERS
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  Thomas Asherton, he grew up the son of a wealthy and
  powerful businessman who later turned to politics. Thomas
  was a brooding teenager who did everything in his ability
  to rebel against his family and the privileged society that
  he was raised in. He dropped out of college after conclud-
  ing that he “had learned everything The Machine could
  teach him” and drifted about the country for a few years.
  Thomas got involved with various activists, but either left
  them because he considered them too soft or because he
  was kicked out when they decided he was too radical and
  unstable. Thomas resolved to take matters into his own
  hands. He adopted the name Mad Monkey and sought out
  some of the few anarchists that he thought had the moxie
  to take revolution to a new level. He serves as the group’s
  spokesperson, but he rarely appears in public without
  some sort of disguise.
  Heather Sinchee (Queen B) grew up in a typical middle-
  American town, going to a typical middle-American school
  and raised by a typical middle-American family. She
  despised it all and tried to get out as soon as possible.
  Once in college, Heather became immersed in the counter-
  culture that the university had to offer, focusing heavily
  on environmentalism and women’s rights. She was kicked
  out of school after being implicated in helping to storm
  the campus administration building, but she remained
  close to campus where she could continue to picket and
  participate in demonstrations. She assumed the moniker
  of Queen B and lent her energies to as many radical
  groups as possible.
  Queen B knew Mad Monkey for years, considering him a
  worthy peer in their pledge to overthrow all that was
  wrong with the system. He recruited her into the Circle A’s
  to help him in a smear campaign against the CEO of a chem-
  ical company, which, while successful, also made her a
  menace in the eyes of the law.
  Daryl Ahmed (Skillz) grew up in the ghetto and barely
  survived the life of poverty and violence. His remarkable
  intelligence would have gone unnoticed, if not for a
  young teacher who saw remarkable promise in the youth.
  The teacher tutored Daryl and helped him to avoid the
  worst dangers of the street. The tutor mentored him well
  enough for Daryl to get a scholarship at a local college. In
  the relative safety of academic life, Daryl did extremely
  well, showing a penchant for computers, electronics, and
  technology of all sorts.
  Despite this, however, Daryl grew increasingly disenfran-
  chised by the teachers and students around him, who
  showed a complete obliviousness to the plight of the inner-
  urban youth. Even his anger was dismissed as being reac-
  tionary, which only served to fuel it. After a particularly
  humiliating experience with a professor, Daryl had had
  enough and decided to use his talents to shine a light on the
  inequities that he saw on the campus.
  Taking the hacker name Skillz, he began breaking into
  the university’s computer networks to cause all sorts of
  mayhem. He was pleased with his performance, until one
  day he encountered Mad Monkey at a political rally on
  campus. After a prolonged conversation, Skillz realized that
  his actions had been childish in their message and scope. He
  soon dropped out of school and joined up with the Circle
  A’s to help them topple the “system.”
  Smash, whose real name is Vic Shane, grew up in an eco-
  nomically depressed working-class neighborhood. He had
  few prospects and worked a number of low-paying jobs
  after dropping out of high school. His only real advantage
  was his impressive strength, which he used to bully anyone
  who bothered him. Smash’s temper often got the better of
  him, and he did time for assault. Once released from prison,
  Smash went back to his old neighborhood and started play-
  ing in a punk band—music being his only refuge. Mad
  Monkey was in the audience of one of his gigs and was
  impressed by the energy of Smash, along with his lyrics
  describing his frustration and anger at the system. After talk-
  ing with him at length, Mad Monkey was convinced of
  Smash’s dedication to his cause and offered him a chance to
  join the Circle A’s.
  Smash took to the life of an anarchist with gusto, prefer-
  ring “jobs” that allowed him to cause a great deal of prop-
  erty damage and mayhem. He is violent and belligerent, and
  he uses his strength and natural aggression to get what he
  wants. Most of Mad Monkey’s political rhetoric goes over
  his head, although he never admits it to the rest of the
  Circle A’s. As long as he has a chance to bust some heads and
  break some windows, he’s happy.
  Using the Circle A’s
  The Circle A’s are an appropriate low-level group for the
  heroes to encounter. They are just as likely to try to ally
  themselves with the heroes if they feel that they are dedi-
  cated to “the cause,” but they are extremely suspicious and
  hostile to anyone with ties to agencies of authority—law
  enforcement personnel, politicians, government officials,
  and corporate brass.
  Mad Monkey (Dedicated Hero 1/Charismatic Hero 2):
  CR 3; Medium-size human; HD 1d6+1 plus 2d6+2; hp 12;
  Mas 12; Init +0; Spd 30 ft.; Defense 13, touch 12, flat-footed 13
  (+2 class, +1 light undercover shirt); BAB +1; Grap +1; Atk +1
  melee (1d3 nonlethal, unarmed strike); Full Atk +1 melee (1d3
  nonlethal, unarmed strike) or +1 melee (1d3 electricity, stun
  gun) or +2 ranged (Glock 17, 2d6); FS 5 ft. by 5 ft.; Reach 5 ft.;
  AL chaos, Circle A’s; SV Fort +4, Ref +2, Will +3; AP 1; Rep +7;
  Str 10, Dex 11, Con 12, Int 14, Wis 15, Cha 16.
  Occupation: Dilettante (bonus class skills: Knowledge
  [current events]). 
  Skills: Bluff +6, Craft (writing) +5, Diplomacy +10, Disguise
  +7, Forgery +3, Gather Information +10, Intimidate +6, Knowl-
  edge (current events) +7, Knowledge (popular culture) +6,
  Profession +3, Read/Write English, Read/Write German,
  Research +4, Sense Motive +6, Speak English, Speak German. 
  Feats: Personal Firearms Proficiency, Renown, Simple
  Weapons Proficiency, Trustworthy.
  Talents (Dedicated Hero): Empathy.
  Talents (Charismatic Hero): Coordinate.
  Possessions: Glock 17 (9mm autoloader with concealed
  carry holster), 50 rounds of 9mm ammunition, stun gun, 6
  sticks of dynamite, casual clothes, day pack, fake ID, light
  undercover shirt, fatigue jacket, copy of Mein Kampf.
  * Not proficient in armor.
  GM CHARACTERS
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  Mad Monkey is an attractive but glowering young man with
  shoulder-length black hair and a permanent glint of suspi-
  cion in his eyes. He stands 5 feet 11 inches tall and weighs
  150 pounds. Mad Monkey speaks forcefully, yet eloquently,
  about the issues that he is passionate about—ending
  racism, fascism, corporate greed, globalization, and so on—
  and he can easily mesmerize casual passersby with his argu-
  ments. Despite his good intentions, Mad Monkey is
  dangerous and conniving, coming up with bolder and more
  dangerous acts of anarchy that his group can perform.
  Because of his bold acts, Mad Monkey has become a noto-
  rious figure—hailed by other radicals and underdogs, and
  despised by authority figures.
  Queen B (Charismatic Hero 2): CR 2; Medium-size human;
  HD 2d6; hp 6; Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 12,
  flat-footed 12 (+1 Dex, +1 class, +1 leather jacket); BAB +1;
  Grap +1; Atk +2 melee (1d6 nonlethal, unarmed strike); Full
  Atk +2 melee (1d6 nonlethal, unarmed strike) or +1 melee
  (special, pepper spray) or +3 ranged (2d6, Colt Python); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL Chaos, Circle A’s; SV Fort +2,
  Ref +3, Will +2; AP 2; Rep +2; Str 11, Dex 13, Con 10, Int 12,
  Wis 14, Cha 16.
  Occupation: Creative (bonus class skills: Craft [visual
  arts], Craft [writing], Forgery).
  Skills: Bluff +5, Craft (visual arts) +7, Craft (writing) +7,
  Diplomacy +4, Disguise +6, Forgery+4, Gather Information +7,
  Intimidate +4, Knowledge (behavioral sciences) +4, Knowl-
  edge (civics) +4, Knowledge (current events) +4, Knowledge
  (popular culture) +4, Read/Write English, Perform (act) +4,
  Profession +3, Research +3, Sense Motive +3, Speak English. 
  Feats: Brawl, Creative (Craft [visual arts] and Craft
  [writing]), Personal Firearms Proficiency, Simple Weapons
  Proficiency.
  Talents (Charismatic Hero): Charm (male).
  Possessions: Colt Python (.357 revolver with concealed
  carry holster), 50 rounds of .357 caliber ammunition, pepper
  spray, fake ID, bullhorn, disguise kit, collection of flyers, cans
  of spray paint, daypack, casual clothing, leather jacket.
  Queen B is a stocky woman with short, spiky brown hair
  who stands 5 feet tall and weighs 132 pounds. She sports
  numerous piercings and dresses to inflame controversy—
  rarely going out in public without some sort of t-shirt
  bearing a message.
  Skillz (Smart Hero 2): CR 2; Medium-size human; HD 2d6;
  hp 6; Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 12, flat-
  footed 12 (+1 Dex, +1 class, +1 light undercover shirt); BAB +1;
  Grap +0; Atk +0 melee (1d3–1 nonlethal, unarmed strike); Full
  Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +2 ranged
  (2d6, MAC Ingram M10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL chaos,
  Circle A’s; SV Fort +0, Ref +1, Will +4; AP 2; Rep +1; Str 9, Dex
  12, Con 10, Int 17, Wis 15, Cha 12.
  Occupation: Technician (bonus class skills: Computer
  Use, Knowledge [technology]; Repair).
  Skills: Computer Use +13, Craft (chemical) +8, Craft (elec-
  tronics) +8, Craft (mechanical) +8, Demolitions +10, Disable
  Device +10, Knowledge (current events) +8, Knowledge
  (physical sciences) +8, Knowledge (streetwise) +7, Knowl-
  edge (technology) +9, Profession +4, Read/Write English;
  Repair +11, Search +7, Speak English. 
  Feats: Cautious, Gearhead, Personal Firearms Proficiency,
  Simple Weapons Proficiency.
  Talents (Smart Hero): Savant (Computer Use).
  Possessions: MAC Ingram M10 (.45 machine pistol), 100
  rounds of .45 caliber ammunition, light undercover shirt,
  GM CHARACTERS
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  laptop computer, fake ID, cell phone, tap detector, telephone
  tap, car opening kit, demolitions kit, chemistry kit, basic
  mechanical repair kit, basic electrical repair kit, tool belt.
  Skillz is a slim, young African-American who stands 5 feet 5
  inches tall and weighs 140 pounds. He has grown his hair out
  into an impressive afro, although his attempts to grow a
  mustache have failed miserably. Skillz serves as the Circle A’s
  “technical wizard,” providing them with bomb material, the
  best ways to break into buildings, and computer assistance.
  Smash (Strong Hero 2): CR 2; Medium-size human; HD
  2d8+6; hp 15; Mas 16; Init +0; Spd 30 ft.; Defense 13, touch 12,
  flat-footed 13 (+2 class, +1 leather jacket); BAB +2; Grap +5;
  Atk +6 melee (1d6+3 nonlethal, unarmed strike) or +6 melee
  (1d6+4, brass knuckles) or +5 melee (1d6+3/19–20, metal
  baton); Full Atk +6/+1 melee (1d6+3 nonlethal, unarmed
  strike) or +6/+1 melee (1d6+4, brass knuckles) or +5 melee
  (1d6+3/19–20, metal baton) or +2 ranged (2d8, sawed-off
  shotgun); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Chaos, Circle A’s; SV
  Fort +5, Ref +0, Will +1; AP 2; Rep +0; Str 17, Dex 10, Con 16,
  Int 10, Wis 13, Cha 12.
  Occupation: Blue collar (bonus class skills: Drive, Intimi-
  date).
  Skills: Climb +4, Drive +1, Intimidate +7, Jump +4, Knowl-
  edge (current events) +1, Knowledge (streetwise) +2, Per-
  form (stringed instruments) +3, Read/Write English, Speak
  English.
  Feats: Brawl, Power Attack, Simple Weapons Proficiency,
  Streetfighting.
  Talents (Strong Hero): Ignore hardness.
  Possessions: Sawed-off shotgun (12-gauge shotgun), 50
  rounds of 12-gauge buckshot ammunition, brass knuckles,
  metal baton, leather jacket, casual clothes.
  Smash is a towering brute, standing 6 feet 5 inches tall and
  weighing 260 pounds, with a shaved head and dozens of tat-
  toos. He dresses as a “typical” punk, including a battered
  leather jacket replete with spikes.
  The Cleaning Crew
  Casper Manicossa—known as “Cappie” to his closest friends
  and associates—is the head of a small crew of mob killers
  who serve the interests of the Corleone crime family and its
  current boss, Dominic Lombardi. Manicossa’s crew serves as
  the don’s private executioners, ready to put a hit on anyone,
  at any time, at the merest nod from Don Lombardi. Knowing
  that the slightest error in judgment could prompt a late-
  night visit from Casper Manicossa makes many of the cap-
  tains in the family extremely nervous. However, most of the
  captains respect Lombardi’s discretion; they know that what
  the don does, he does for the good of the whole family—
  and that it takes more than a single black mark for Mani-
  cossa to deliver a “message” from Don Lombardi. For his
  part, the don sees the fear of his retribution as a powerful
  incentive not to foul up.
  Using the Cleaning Crew
  The heroes might encounter Casper Manicossa’s crew by
  crossing the mob in some fashion—especially if the heroes
  interfere with mob business. Initially, the heroes might run
  only across a few footsoldiers who deliver a not-so-subtle
  warning to the heroes to mind their own business if they
  wish to avoid any “unpleasantness.” Should the heroes
  ignore this warning, the foot soldiers (use the mid-level thug
  statistics on pages 273–274 of the d20 Modern Roleplay-
  ing Game) attempt to get the message across a bit more
  forcefully.
  Should this fail, though, Don Lombardi authorizes Mani-
  cossa to take care of the problem. Cappie starts with a
  “mock execution,” which is a drive-by shooting on one or
  two of the heroes, with Paulie behind the wheel of a stolen
  car and Little Vince firing Paulie’s AK-47 from the back seat.
  As the car approaches, though, Annabella, pretending to be
  a bystander, shouts a warning to the heroes, giving them
  time to duck for cover. Assuming the heroes don’t kill
  Paulie, he guns the engine and drives off, while Annabella
  rushes to the heroes’ sides to see if they’re all right.
  Annabella’s goal is to try to earn the heroes’ trust by
  pretending to be attracted to one of them. She tries to
  insinuate herself in his life, all the while checking out the
  heroes’ security measures—unlocked doors, alarm system
  codes, and so forth—and should the hero actually make
  the mistake of trusting her implicitly, she tries to murder
  him in his sleep. Give the hero a Listen check, opposed by
  Annabella’s Move Silently check, to awaken just in time to
  see her pulling out her .357 revolver. If she fails at her
  attempt, she’ll try to flee; if she succeeds, she puts duct
  tape over the corpse’s mouth and eyes—a message that
  the mob is watching and the heroes should keep their
  mouths shut.
  If the heroes just aren’t getting the hint, Manicossa’s crew
  gets mean. Little Vince rigs one of the heroes’ vehicles to
  explode, or he and Paulie set fire to a hero’s home late one
  night. If the heroes split up, and the crew notice, Cappie
  chooses one of the lone heroes to make an example of—
  using a “blitz” style attack to knock the hero out, then trans-
  porting the hero somewhere private to work him over at
  their leisure. Should the heroes put up a fair amount of
  resistance, Cappie simply calls them and tells them he
  wants to arrange a meeting, “to straighten this all out so
  that nobody else has to get hurt.” If the heroes actually go
  for it, Cappie uses the meeting as an opportunity to try to
  kill as many heroes as possible. But if the heroes demur,
  Cappie simply keeps trying to pick them off, one or two at
  a time, until either their crew or his is all dead.
  Manicossa is the most straightforward killer in the crew.
  He opens up with his sawed-off shotgun, and when both
  barrels are empty, he takes cover, either to reload or to
  draw his pistol. Cappie isn’t subtle by any means, but he is
  opportunistic in his fighting. He uses any chance he is given
  to deliver as much damage as possible, and if he thinks
  taking a hostage will help, he pulls out his sap and bounces
  it off an opponent’s head a few times until his opponent
  stops moving.
  Anthony d’Angelo, or “D,” is less subtle and less clever
  than Cappie. He gets into melee combat as soon as possi-
  ble and goes for a grapple—but he’s not really smart
  enough to pick his targets based on size or apparent
  strength; he just goes for whoever is closest and out in the
  GM CHARACTERS
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  open. If an initial bull rush doesn’t work, D just tries to put
  the target on the ground, after which he can simply pump
  bullets into the poor sap. Raised by a god-fearing mother,
  D thinks that it’s a sin to brutalize a woman in this fashion.
  If his only available target is female, D stands out in the
  open, trying to decide what to do, until either somebody
  drops him or the woman hurts him badly enough to make
  up his mind for him.
  Little Vince also has a problem with women, but it’s only
  in his personal life. He has a fiancée—a nice Italian girl—but
  Vince can’t help fooling around, and he has a weakness for
  girls of Asian descent. Faced with one, he can’t help but try
  to seduce her—even in the middle of a firefight! Unlike D,
  though, Little Vince is smart enough to stay under cover
  while he does so. But if there aren’t any Asian women
  around—or if they’re just not interested—Little Vince is a
  formidable shooter, using a pair of Glocks and his Lightning
  Shot ability to throw a lot of lead at his enemies. If cover is
  available, Vince wastes no time in getting behind it, knowing
  that his defensive position ability lets him take advantage of
  every inch of protection. Lately, Vince has been experi-
  menting with trick shots (his Skip Shot feat), and he actually
  looks forward to an opponent seeking cover of his own.
  Paulie is “the crazy one,” and his antics in a firefight make
  for lots of laughs afterward. Paulie has come to the conclu-
  sion that a higher rate of fire means a better chance of
  success, and so always opts for automatic weapons, such as
  the AK-47 he keeps in the trunk of his precious Crown
  Victoria, or his trusty Ingram machine pistol. Unfortu-
  nately, Paulie really has no skill at firing an automatic, and he
  ends up wasting tremendous numbers of bullets without
  really hitting anything. He also has a wild temper and has
  been known to go from roaring rages to ice-cold menace in
  a heartbeat.
  Annabella is actually the most stable person in Cappie’s
  crew. As a woman in a field traditionally dominated by men,
  she feels she has to try harder to prove herself and so is no-
  nonsense about her work. Her preferred method of killing
  someone is to put her victim off-guard, wait until
  the person is asleep, and then shoot the sleeping
  target. When shooting starts, she saves her bullets
  for an easy target, and if things go badly, she’s the
  first one to head for the door—albeit calmly.
  Casper “Cappie” Manicossa (Strong Hero 2/Tough
  Hero 5/Soldier 3): CR 10; Medium-size human; HD
  2d8+4 plus 5d10+10 plus 3d10+6; hp 81; Mas 18; Init +2;
  Spd 30 ft.; Defense 19, touch 19, flat-footed 17 (+2 Dex,
  +7 class); BAB +7; Grap +9; Atk +11 melee (1d8+3 non-
  lethal, improved unarmed strike) or +11 melee (1d8+3,
  brass knuckles) or +9 melee (1d6+3 nonlethal, sap); Full
  Atk +11/+6 melee (1d8+3 nonlethal, improved unarmed
  strike) or +11/+6 melee (1d8+3, brass knuckles) or +9/+4
  melee (1d6+3 nonlethal, sap) or +9/+4 ranged (2d6, Colt
  M1911) or +10/+5 ranged (2d8+4, sawed-off shotgun); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ weapon focus (sawed-off shotgun),
  weapon specialization (sawed-off shotgun); AL Omerta; SV
  Fort +9, Ref +5, Will +5; AP 5; Rep +1; Str 14, Dex 14, Con 15,
  Int 12, Wis 12, Cha 13.
  Occupation: Blue collar (bonus class skills: Drive,
  Intimidate).
  Skills: Demolitions +7, Drive +12, Intimidate +14, Knowl-
  edge (streetwise) +11, Knowledge (tactics) +9, Listen +5,
  Read/Write English, Speak English, Speak Italian, Spot +6,
  Survival +2.
  Feats: Brawl, Double Tap, Heroic Surge, Improved Brawl,
  Improved Damage Threshold, Iron Will, Knockout Punch,
  Personal Firearms Proficiency, Point Blank Shot, Simple
  Weapons Proficiency, Streetfighting.
  Talents (Strong Hero): Melee smash.
  Talents (Tough Hero): Remain conscious, robust, second
  wind.
  Possessions: Colt M1911 (.45 autoloader), 50 rounds of .45
  ammunition, sawed-off shotgun (12-gauge shotgun), 20
  rounds of 12-gauge buckshot ammunition, brass knuckles,
  sap, business suit, casual clothes, cell phone, Chevrolet Sub-
  urban, various gear and personal possessions.
  Cappie is a swarthy man with short, black hair who stands 5
  feet 11 inches tall and weighs 190 pounds. He tends to prefer
  dark clothing, and he always looks perfectly groomed.
  Anthony “D” D’Angelo (Tough
  Hero 5/Bodyguard 5): CR 10;
  Medium-size human; HD
  5d10+20 plus 5d12+20; hp 118;
  Mas 21; Init –1; Spd 30 ft.;
  Defense 15, touch 15, flat-footed
  15 (–1 Dex, +6 class); BAB +6;
  Grap +8; Atk +10 melee (1d8+2
  nonlethal, improved unarmed
  CL
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  strike) or +10 melee (1d8+3, brass knuckles) or +8 melee
  (1d6+3 nonlethal, sap); Full Atk +10/+5 melee (1d8+2 non-
  lethal, improved unarmed strike) or +10/+5 melee (1d8+3,
  brass knuckles) or +8/+3 melee (1d6+3 nonlethal, sap) or
  +5/+0 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ combat sense (+1), harm’s way, improved charge, sudden
  action; AL Omerta; SV Fort +12, Ref +4, Will +3; AP 5; Rep +2;
  Str 14, Dex 9, Con 18, Int 8, Wis 13, Cha 15.
  Occupation: Criminal (bonus class skills: Gamble, Knowl-
  edge [streetwise]).
  Skills: Concentration +10, Gamble +3, Intimidate +12,
  Knowledge (streetwise) +2, Read/Write English, Sense
  Motive +7, Speak English.
  Feats: Brawl, Frightful Presence, Great Fortitude, Improved
  Brawl, Improved Damage Threshold, Improved Knockout
  Punch, Knockout Punch, Personal Firearms Proficiency,
  Simple Weapons Proficiency, Streetfighting.
  Talents (Tough Hero): Damage reduction 2/–, remain
  conscious.
  Possessions: Desert Eagle (.50AE autoloader), 50 rounds
  of .50AE caliber ammunition, brass knuckles, sap, casual
  clothes, cell phone, Ford F-150 XL (with covered bed and
  large supply of mops, sponges, buckets, and garbage bags),
  various gear and personal possessions.
  D may have his problems with tactics from time to time,
  but he knows how to dress to enhance his light olive skin
  and dark eyes. He stands 5 feet 8 inches tall and weighs
  170 pounds.
  Vincent “Little Vince” Chicchetticonsorte (Fast Hero 4/
  Gunslinger 5): CR 9; Medium-size human; HD 4d8+4 plus
  5d10+5; hp 57; Mas 12; Init +7; Spd 30 ft.; Defense 21, touch 21,
  flat-footed 21 (+3 Dex, +8 class); BAB +6; Grap +7; Atk +7
  melee (1d3+1 nonlethal, unarmed strike) or +7 melee
  (1d4+1/19–20, knife); Full Atk +7/+2 melee (1d3+1 nonlethal,
  unarmed strike) or +7/+2 melee (1d4+1/19–20, knife) or
  +10/+5 ranged (2d6, Glock 17) or +8/+8/+3 ranged (2d6, 2
  Glock 17s); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ close combat shot,
  defensive position, lightning shot, weapon focus (Glock 17);
  AL Omerta; SV Fort +3, Ref +8, Will +5; AP 5; Rep +2; Str 12,
  Dex 17, Con 12, Int 14, Wis 12, Cha 13.
  Occupation: Military (bonus class skills: Demolitions,
  Knowledge [tactics]).
  Skills: Bluff +9, Demolitions +14, Hide +6, Intimidate +10,
  Knowledge (streetwise) +10, Knowledge (tactics) +8, Move
  Silently +12, Read/Write English, Read/Write Italian, Sleight
  of Hand +10, Speak English, Speak Italian, Spot +9, Tumble +14.
  Feats: Double Tap, Drive-By Attack, Improved Initiative,
  Personal Firearms Proficiency, Point Blank Shot, Precise Shot,
  Quick Draw, Simple Weapons Proficiency, Skip Shot, Two-
  Weapon Fighting.
  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Possessions: 2 Glock 17s (9mm autoloader), 80 rounds of
  9mm ammunition, knife, casual clothes, cell phone, various
  gear and personal possessions.
  Little Vince isn’t too little in terms of height: He stands 6
  feet 3 inches tall. However, his lean build makes him look
  shorter and deceptively lighter than he actually is. His
  unusual hazel eyes dance merrily when he’s in a fray or
  speaking with those he admires, but they darken and
  become quite piercing when he is angry. 
  Paolo “Paulie” Stanzione (Tough Hero 4/Charismatic
  Hero 2): CR 6; Medium-size human; HD 4d10+8 plus 2d6+4;
  hp 52; Mas 14; Init +0; Spd 30 ft.; Defense 14, touch 14, flat-
  footed 14 (+4 class); BAB +4; Grap +5; Atk +7 melee (1d8+1
  nonlethal, improved unarmed strike) or +5 melee (1d6+1/
  19–20, cleaver); Full Atk +7 melee (1d8+1 nonlethal, improved
  unarmed strike) or +5 melee (1d6+1/19–20, cleaver) or +4
  ranged (2d6, MAC Ingram M10) or +0 ranged (2d6, MAC
  Ingram M10, automatic) or +4 ranged (2d8, AKM/AK-47) or
  +0 ranged (2d8, AKM/AK-47, automatic); FS 5 ft. by 5 ft.;
  Reach 5 ft.; AL Omerta; SV Fort +6, Ref +3, Will +0; AP 3;
  Rep +3; Str 13, Dex 11, Con 14, Int 12, Wis 9, Cha 15.
  Occupation: Criminal (bonus class skills: Gamble, Knowl-
  edge [streetwise]).
  Skills: Bluff +8, Drive +3, Gamble +8, Gather Information
  +6, Intimidate +11, Knowledge (streetwise) +10, Read/Write
  English, Speak English, Speak Italian, Spot +3.
  Feats: Brawl, Confident, Frightful Presence, Improved
  Brawl, Knockout Punch, Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency, Streetfighting.
  Talents (Tough Hero): Robust, second wind.
  Talents (Charismatic Hero): Charm (females).
  Possessions: MAC Ingram M10 (.45 machine pistol), 100
  rounds of .45 caliber ammunition, cleaver, business suit,
  casual clothes, cell phone, Ford Crown Victoria (with chain-
  saw, AKM/AK-47 [7.62mmR assault rifle], and 300 rounds of
  ammunition), various gear and personal possessions.
  Paulie has about the same build and complexion as Little
  Vince, but that’s where the resemblance ends. His face is
  narrower and expresses his current emotion quite aptly.
  When angry, his expression resembles a distant thunder-
  head, and when happy, his dark eyes somehow seem to
  glow with his joy. He tends to wear comfortable clothing
  instead of well-tailored clothing, which allows him to move
  more freely than his companions.
  Annabella Paradisi (Fast Hero 3/Charismatic Hero 4): CR
  7; Medium-size human; HD 3d8 plus 4d6; hp 34; Mas 10; Init
  +2; Spd 30 ft.; Defense 17, touch 17, flat-footed 17 (+2 Dex, +5
  class); BAB +4; Grap +3; Atk +3 melee (1d3–1 nonlethal,
  unarmed strike) or +3 melee (1d3 electricity, stun gun); Full
  Atk +3 melee (1d3–1 nonlethal, unarmed strike) or +3 melee
  (1d3 electricity, stun gun) or +7 ranged (2d6, Colt Python); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL Omerta; SV Fort +3, Ref +6, Will
  +3; AP 3; Rep +2; Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 16.
  Occupation: Dilettante (bonus class skill: Knowledge
  [popular culture]).
  Skills: Bluff +12, Diplomacy +12, Disguise +12, Drive +6,
  Escape Artist +8, Gather Information +12, Hide +8, Knowl-
  edge (popular culture) +7, Move Silently +8, Perform (dance)
  +7, Read/Write English, Sleight of Hand +8, Speak English,
  Speak Italian, Tumble +4.
  Feats: Advanced Firearms Proficiency, Combat Expertise,
  Deceptive, Improved Disarm, Low Profile, Personal Firearms
  Proficiency, Simple Weapons Proficiency, Trustworthy.
  GM CHARACTERS
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  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Talents (Charismatic Hero): Charm (males), fast-talk.
  Possessions: Colt Python (.357 revolver), 25 rounds of .357
  caliber ammunition, stun gun, casual clothes, BMW M3
  sports coupe, various gear and personal possessions.
  Annabella has long, dark black hair with eyes to match, and
  she stands 5 feet 10 inches tall. She tends to wear clothing
  that flatters her long legs and dresses in the latest fashions.
  Her manner suggests a girl who wants for nothing.
  Club Diabolique
  Deep within the labyrinthine recesses of the Club Dia-
  bolique nightclub in downtown Los Angeles lurks an evil
  cult devoted to corrupting and controlling the wealthy and
  influential. This cult manipulates their targets through
  blackmail and extortion. When members join the cult, they
  believe that they are being granted access to a special
  “Executive Members Only” area of the club, where they can
  indulge their wildest fantasies and desires. While the
  movers and the shakers debauch themselves with drugs, sex,
  and sadistic torture “in absolute privacy,” hidden cameras
  record everything in glorious living color. Unless these
  people want their careers and lives ruined, last night’s wild
  revelers becomes next week’s revels. The only rule: “Leave
  no visible scars—lest ye be visibly scarred.”
  The cult itself is somewhat atypical. Its members come to
  it voluntarily, but not from promises of wealth and power;
  they already have those things. What they want is for that
  power and money to get them something they can’t
  demand or buy anywhere else: the ability to completely
  use, abuse, and degrade other human beings. They do not
  have a religious philosophy involving demons or long-for-
  gotten gods; they want to rule, not serve. There are rituals
  and ceremonies, but no “black masses,” no demon summon-
  ings—no magic spells. And at the end of the night, the cult’s
  members get to slip anonymously back out of the club and
  return to their jobs and families and lives knowing that no
  one will ever know what they just did. The cult does
  engage in human sacrifice from time to time; it presents an
  entertaining way to dispose of troublemakers, and coerc-
  ing a member into murdering another human being is
  an extremely effective way to generate evidence for a
  blackmail scheme. They are, of course, terribly deluded by
  the masters of the cult: Gabriel Carver and his coterie of
  charlatans and seducers.
  Carver—ironically, a former evangelist from America’s
  “Bible Belt”—opened the club with his partner and para-
  mour, Rachel Strange. It ostensibly serves as just another
  wicked night spot in a city known for its iniquity. However,
  they have a third partner—a silent partner who is some-
  times glimpsed wandering the back corridors of the club or
  occasionally seen lurking in the shadows behind Carver. This
  partner is Elijah Cross, a hulking, silent man of apparent
  Asian descent. Opening the club—using it as a front for the
  cult—was his idea. However, he lacked the business acumen
  to do it himself, and so he agreed to share with Carver and
  Strange in its profits and in its power. It also didn’t help that
  Cross—with his taloned fingers, prominent fangs, and great,
  membranous bat wings—could never show his true face to
  the club’s legitimate investors.
  Elijah Cross is the bastard child of a union between a
  human woman and a fiend from Hell. He and Carver met
  when Carver was bankrupt and contemplating suicide, and
  Cross convinced the fiery preacher that there was a much
  easier way to earn a living. Together they lured Rachel
  Strange—”Sister Rachel”—away from her secretarial job
  with a prominent television evangelist and used her
  employer’s past “indiscretions” with her as a hook for their
  first blackmail scheme. With the money the disgraced tele-
  vangelist provided, Carver, Strange, and Cross started the
  ball rolling for opening their club. As the club attracted var-
  ious important figures in the entertainment industry, the list
  of Executive Members grew—as did, mysteriously, the club’s
  bank account.
  Cross hasn’t entirely confided in his partners. They are
  aware of his supernatural powers, and they even believe his
  story about his parentage, but they believe that his ultimate
  goal is only the accumulation of more wealth through more
  and more blackmail. Cross, though, really does have a super-
  natural agenda in mind. By manipulating the wealthy and
  powerful, Cross plans to force them to support certain city,
  state, and federal budget proposals—to vote a certain way
  in the state legislature and in the halls of Congress. Cross
  knows that certain research projects are going on that
  involve extradimensional contact (projects funded by the
  government, who are looking for alternate sources of natu-
  ral resources). When the scientists finally and unwittingly
  succeed in opening the gates to Hell, Cross wants to be in
  control of America’s industrial and political leaders
  already—so that the fiends who once shunned and reviled
  him must come groveling to him if they don’t want the gates
  sealed shut behind them.
  Because of his fiendish ability to read minds, Cross knows
  who in the club has the influence he wants and needs. It is
  then a simple matter of instructing Carver or Strange to
  offer that individual a “special free membership” in the
  club’s private V.I.P. areas. The process, of course, is slow and
  complex: seducing a movie star here leads to controlling a
  producer there; controlling the producer leads to an indus-
  trialist; blackmailing the industrialist leads to a politician;
  and the politician leads to the federal government. Cross is
  patient. So long as more people come to his club to feed
  their depraved desires, the cult grows—and each new
  member is, theoretically, only six steps removed from the
  real power in the western hemisphere.
  Those who visit the club can mingle freely with the
  common rabble. Access to the V.I.P. areas is only by invita-
  tion, and potential Executive Members are recorded visually
  by Isaac Stone, the cult’s technical wizard, from a wide array
  of hidden cameras. They also have their credentials checked
  via the Internet. They are screened telepathically by Cross,
  who looks for any motive other than a desire for debauch-
  ery. If they pass his inspection, Cross sends Carver or Strange
  to make contact, according to the candidate’s sexual prefer-
  ence. Before anyone gets through the imposing brass-and-
  oak doors leading to the club’s “inner sanctum,” they are
  physically searched for weapons (or recording devices) by
  Nathaniel Carpenter, the doorman.
  GM CHARACTERS
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  Should someone force their way in past Nathaniel (or try
  to force their way back out), Stone can control the building’s
  door locks electronically and monitor the intruders’ activi-
  ties from a hidden security room. All the cult’s “inner circle”
  are quite handy with firearms, and Rachel is particularly
  fond of hurling tear gas canisters into a crowd to create
  panic and buy herself time to slip away. The entire club is
  riddled with hidden doors and secret passages, and should
  it become obvious that the cult has been compromised,
  each of the members has a way out, and they can disappear
  completely from southern California within a matter of
  hours. (In fact, Rachel Strange has a penthouse apartment in
  Manhattan already set up as a safe house—and a base of
  operations for opening “Club Diabolique East.”)
  Of the cult’s inner circle, the only one likely to stay to
  “fight it out” is Cross. Even then, all he really wants is a
  chance to hurt anyone who has upset his plans. He uses his
  change self ability to appear as a frightened and helpless
  victim of the cult, then waits for a moment alone with his
  would-be rescuer to reveal just how dangerous he really is.
  Using Club Diabolique
  GMs have several options for introducing Club Diabolique
  and its supporting characters to a campaign. For instance,
  one of the members of the club feels trapped and
  approaches the characters or whoever they work for in the
  hopes of getting himself disentangled from the mess he is
  in. Perhaps Rachel does want to set up her East Coast ver-
  sion of the club, and the heroes, who have already received
  some hints of the nature of her business, must attempt to
  stop her from setting up another club. Also, it’s possible an
  informant that the characters use regularly disappears, and
  her last known location was the club.
  Gabriel Carver (Dedicated Hero 4/Charismatic Hero 3/
  Personality 3): CR 10; Medium-size human; HD 4d6+4 plus
  3d6+3 plus 3d6+3; hp 52; Mas 12; Init –1; Spd 30 ft.; Defense
  14, touch 14, flat-footed 14 (–1 Dex, +5 class); BAB +5; Grap +5;
  Atk +5 melee (1d3 nonlethal, unarmed strike) or +5 melee
  (1d3 electricity, stun gun) or +5 melee (1d4/19–20, knife); Full
  Atk +5 melee (1d3 nonlethal, unarmed strike) or +5 melee
  (1d3 electricity, stun gun) or +5 melee (1d4/19–20, knife) or
  +4 ranged (2d6, Colt M1911); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  bonus class skill (Intimidate), unlimited access; AL chaos,
  evil, Carver Ministry; SV Fort +7, Ref +4, Will +8; AP 5; Rep +9;
  Str 10, Dex 9, Con 12, Int 13, Wis 14, Cha 16.
  Occupation: Religious (bonus class skills: Knowledge
  [arcane lore], Knowledge [theology and philosophy],
  Sense Motive).
  Skills: Bluff +15, Diplomacy +15, Gather Information +7,
  Intimidate +11, Knowledge (arcane lore) +9, Knowledge
  (behavioral sciences) +7, Knowledge (business) +9, Knowl-
  edge (theology and philosophy) +9, Listen +5, Perform (act)
  +9, Profession +14, Read/Write English, Read/Write Latin,
  Sense Motive +9, Speak Abyssal, Speak English, Spot +5.
  Feats: Alertness, Deceptive, Educated (Knowledge
  [arcane lore] and Knowledge [business]), Frightful Presence,
  Iron Will, Renown, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Trustworthy, Windfall.
  Talents (Dedicated Hero): Empathy, intuition.
  Talents (Charismatic Hero): Charm (females), favor.
  Possessions: Colt M1911 (.45 autoloader), 50 rounds of .45
  caliber ammunition, stun gun, knife, business suit, robe, cell
  phone, Jaguar XJ sedan, private Learjet Model 45, Malibu
  mansion, various personal possessions.
  Elijah Cross (Half-fiend Strong Hero 3/Tough Hero 5/
  Bodyguard 2): CR 13; Medium-size outsider; HD 3d8+12 plus
  5d10+25 plus 2d12+8; hp 99; Mas 18; Init +4; Spd 30 ft., fly
  30 ft. (average); Defense 24, touch 20, flat-footed 20 (+4
  Dex, +6 class, +3 undercover vest, +1 natural); BAB +7; Grap
  +11; Atk +11 melee (1d4+6/19–20, unarmed strike) or +11
  melee (1d4+6, claw); Full Atk +11/+6 melee (1d4+6/19–20,
  unarmed strike) or +11 melee (1d4+6, 2 claws) and +6 melee
  (1d6+3, bite) or +11/+6 ranged (2d8, Desert Eagle) or +11/+6
  ranged (2d8, Mossberg); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  combat sense +1, darkvision 60 ft., fire resistance 10, harm’s
  way, immune to ballistic damage, spell-like abilities, telepa-
  thy; AL chaos, evil, Carver Ministry; SV Fort +12, Ref +9,
  Wil +3; AP 5; Rep +2; Str 18, Dex 18, Con 18, Int 12, Wis 12,
  Cha 12.
  Occupation: Law enforcement (bonus class skills: Drive,
  Intimidate).
  Skills: Concentration +11, Drive +10, Intimidate +14, Jump
  +8*, Listen +4, Sense Motive +4, Read/Write English, Speak
  Abyssal, Speak English, Spot +9, Swim +8*.
  Feats: Alertness, Armor Proficiency (light), Combat Mar-
  tial Arts, Defensive Martial Arts, Frightful Presence, Great
  Fortitude, Improved Bull Rush, Improved Combat Martial
  Arts, Personal Firearms Proficiency, Power Attack, Simple
  Weapons Proficiency.
  Talents (Strong Hero): Melee smash, improved melee
  smash.
  Talents (Tough Hero): Remain conscious, robust (already
  added), second wind.
  Spell-Like Abilities (Sp): 3/day—mage hand, daze;
  1/day—change self, cause fear, blur. Caster level 10th;
  save DC 11 + spell level.
  Telepathy (Su): Cross can communicate telepathically
  with any living creature within 100 feet that has a language.
  Possessions: Desert Eagle (.50AE autoloader), 50 rounds
  of .50AE caliber ammunition, Mossberg (12-gauge shotgun),
  50 rounds of 12-gauge buckshot ammunition, undercover
  vest, business suit, cell phone, 5 zip-tie handcuffs, flashlight,
  various personal possessions.
  *Includes armor penalty for undercover vest.
  Rachel Strange (Charismatic Hero 3/Negotiator 3): CR 6;
  Medium-size human; HD 3d6–3 plus 3d8–3; hp 18; Mas 8;
  Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex,
  +2 class); BAB +3; Grap +3; Atk +3 melee (1d3 nonlethal,
  unarmed strike) or +3 melee (1d4/19–20, knife); Full Atk +3
  melee (1d3 nonlethal, unarmed strike) or +3 melee (1d4/
  19–20, knife) or +4 ranged (2d6, Beretta 92F) or +4 ranged
  (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  conceal motive, react first; AL chaos, evil, Carver Ministry;
  SV Fort +3, Ref +4, Will +7; AP 3; Rep +3; Str 10, Dex 12, Con 8,
  Int 14, Wis 13, Cha 16.
  Occupation: Entrepreneur (bonus class skills: Bluff,
  Diplomacy).
  GM CHARACTERS
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  Skills: Bluff +14, Computer Use +8, Diplomacy +14, Dis-
  guise +9, Drive +4, Gather Information +11, Intimidate +9,
  Knowledge (arcane lore) +8, Knowledge (business) +8,
  Knowledge (theology and philosophy) +8, Listen +4, Profes-
  sion +5, Read/Write English, Read/Write Latin, Sense
  Motive +9, Speak English, Speak Latin, Spot +4.
  Feats: Alertness, Attentive, Deceptive, Iron Will, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency,
  Trustworthy.
  Talents (Charismatic): Charm (males), coordinate. 
  Possessions: Beretta 92F (9mm autoloader), 50 rounds of
  9mm ammunition, 2 tear gas grenades, knife, business suit,
  cell phone, notebook computer (with cellular modem),
  Chevrolet Corvette, Manhattan penthouse apartment, vari-
  ous personal possessions.
  Isaac Stone (Smart Hero 4/Techie 2): CR 6; Medium-size
  human; HD 4d6–4 plus 2d6–2; hp 15; Mas 8; Init +2; Spd
  30 ft.; Defense 14, touch 14, flat-footed 12 (+2 Dex, +2 class);
  BAB +3; Grap +4; Atk +4 melee (1d3+1, unarmed strike) or +4
  melee (1d3 electricity, stun gun); Full Atk +4 melee (1d3+1,
  unarmed strike) or +4 melee (1d3 electricity, stun gun) or +6
  ranged (2d6, Colt Double Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ extreme machine, jury-rig +2; AL chaos, evil, Carver Min-
  istry; SV Fort +0, Ref +3, Will +8; AP 3; Rep +2; Str 12, Dex 14,
  Con 8, Int 16, Wis 13, Cha 10.
  Occupation: Technician (bonus class skills: Computer
  Use, Craft [electronic]; Repair).
  Skills: Computer Use +15, Craft (electronic) +15, Craft
  (visual art) +12, Decipher Script +12, Disable Device +12,
  Forgery +10, Investigate +5, Knowledge (arcane lore) +10,
  Knowledge (behavioral sciences) +14, Knowledge (technol-
  ogy) +14, Profession +9; Repair +14, Research +14, Spot +6.
  Feats: Builder (Craft [electronic] and Craft [visual art]),
  Educated (Knowledge [behavioral science] and Knowledge
  [technology]), Gearhead, Iron Will, Simple Weapons Profi-
  ciency, Studious, Windfall.
  Talents (Smart): Savant (Computer Use), plan.
  Possessions: Colt Double Eagle (10mm autoloader), 50
  rounds of 10mm ammunition, stun gun, business suit, note-
  book computer (with cellular modem), cell phone, deluxe
  electrical tool kit, various surveillance gear and personal
  possessions.
  Nathaniel Carpenter (Fast Hero 3/Gunslinger 3): CR 6;
  Medium-size human; HD 3d8+3 plus 3d10+3; hp 40; Mas 12;
  Init +3; Spd 30 ft.; Defense 19, touch 19, flat-footed 16 (+3 Dex,
  +6 class); BAB +4; Grap +4; Atk +4 melee (1d3 nonlethal,
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  unarmed strike); Full Atk +4 melee (1d3 nonlethal, unarmed
  strike) or +8 ranged (2d6, Colt M1911) or +7 ranged (2d6, MAC
  Ingram M10) or +7 ranged (special, tear gas grenade) or +7
  ranged (2d6 fire, white phosphorous grenade); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ close combat shot, weapon focus (Colt
  M1911); AL chaos, evil, Carver Ministry; SV Fort +3, Ref +7,
  Will +4; AP 6; Rep +2; Str 10, Dex 16, Con 12, Int 14, Wis 13,
  Cha 8.
  Occupation: Adventurer (bonus class skills: Escape
  Artist, Pilot).
  Skills: Drive +8, Escape Artist +13, Hide +9, Move Silently
  +12, Pilot +12, Read/Write English, Sleight of Hand +12,
  Speak Abyssal, Speak English, Spot +7, Tumble +12.
  Feats: Advanced Firearms Proficiency, Aircraft Operation
  (helicopters), Double Tap, Personal Firearms Proficiency,
  Point Blank Shot, Precise Shot, Quick Draw, Simple Weapons
  Proficiency.
  Talents (Fast): Evasion, uncanny dodge 1.
  Possessions: Colt M1911 (.45 autoloader), 50 rounds of .45
  caliber ammunition, MAC Ingram M10 (.45 machine pistol),
  100 rounds of .45 caliber ammunition, 2 tear gas grenades, 2
  white phosphorus grenades, business suit, cell phone, GPS
  receiver, various gear and personal possessions.
  Shadow Company
  Conspiracy theorists have been claiming for decades that a
  secret branch of the United States funds and oversees a mil-
  itary strike team known only to a handful of highly placed
  officials—not including the president. This secret strike
  team, dressed all in black and riding in eerily silent black hel-
  icopters, performs surgically precise missions all over the
  world: “black bag” operations in which politically inconven-
  ient people are erased from existence. A disturbingly high
  percentage of these people are actually U.S. citizens.
  This team has no official name, no official base of opera-
  tions, and no permanently attached support personnel.
  They receive supplies, instructions, and funds all exactly the
  same way: in plain brown cardboard boxes, delivered to
  wherever they happen to be staying at any given point. Only
  their commander, Lieutenant Colonel Alastair McClain—
  who, according to official records, died in the crash of a
  cargo plane in 1996—ever sees his superior from the Penta-
  gon in monthly progress meetings at prearranged locations.
  McClain’s team carries out their missions with practiced
  precision. After setting up a base camp and surveying the
  area, the team waits for cover of darkness to infiltrate their
  target, with Corporal Jarmusch taking point. Once he is in
  position, Jarmusch serves as a forward observer. McClain,
  Carter, and Lloyd then move in to carry out the mission, usu-
  ally leaving Lieutenant Pierce with their exit vehicle (a van
  or helicopter), a short distance away. Because their instruc-
  tions are nearly always to minimize casualties, they gener-
  ally use stealth and misdirection to ensure that they are not
  seen—but their policy is to leave no potentially hostile wit-
  nesses who might identify them. On a completely success-
  ful mission, they leave behind only an apparent suicide.
  When things go wrong, their modus operandi is a “murder-
  suicide.” If things really go wrong—which is rare—the team
  rounds up as many witnesses as possible and arranges for a
  tragic fire.
  Using the Shadow Company
  The heroes might encounter Colonel McClain’s strike team if
  they have stumbled across some evidence that the United
  States government—particularly the Pentagon—is engaged
  in covert assassination operations against U.S. citizens. The
  simplest and most direct method is to simply have one of
  the team’s parcels delivered to one of the heroes (or to their
  office or headquarters, as the case may be) by mistake.
  When someone opens the package, it is full of bundles of
  U.S. currencies in denominations no larger than $100, an
  envelope containing numbered photographs of a local
  media figure and her associates, including her office and
  home, and maps and blueprints of various local buildings.
  The package also includes a surveillance camera videotape
  of the media figure illegally accessing a computer terminal
  in some government office somewhere, as well as a CD-
  ROM recording of the woman’s voice having a telephone
  conversation in which she voices suspicions that an
  unsolved murder from three years ago was actually carried
  out by some kind of U.S. military strike team. On the outside
  of the envelope is an address in the city and a time in mili-
  tary notation (“2115 hours,” or 9:15 PM—only a couple of
  hours away).
  If the heroes go to that location, it’s a parking lot outside
  a convenience store. At precisely 9:15 PM, the payphone
  rings. If the heroes pick up the telephone, there’s a short
  pause, and a man’s voice asks to speak to “McClain.” If the
  heroes say anything in response, the man on the other end
  realizes that there has been a miscommunication and hangs
  up. He then tracks the package via the delivery service and
  learns who signed for it, calls McClain directly to postpone
  the operation against the media figure, and orders McClain
  to retrieve the package and neutralize any and all witnesses.
  The next morning, Corporal Jarmusch arrives dressed as a
  driver for the delivery service and says that he has come to
  reclaim the package. If it is obvious they’ve opened the
  package, Jarmusch merely asks if the original contents are
  still inside, as though he doesn’t know what those contents
  were. Whether the heroes believe him or not is unimpor-
  tant; he is merely scouting the place from the inside while
  Corporal Lloyd is taking advantage of his distraction to tap
  their phones and Internet lines and find out if they’ve told
  anyone else. The heroes are now living on borrowed time;
  within about 3 hours, Colonel McClain and his team move in
  to eliminate anyone who might have seen the contents of
  the package.
  The team’s tactics in any mission are straightforward.
  Carter and Pierce arrange to cut off ground traffic to and
  from the target’s location, while Lloyd disrupts their phone
  and Internet service and monitors surveillance cameras
  around the location from the back of a rented van parked
  nearby. Jarmusch, meanwhile, locates and occupies a van-
  tage point with a clear view of the location’s main exit
  (more than one, if possible, and preferably one with a lot of
  open ground immediately outside).
  Each member of the team is dressed in full tactical gear,
  prominently marked with the letters “FBI.” When every-
  one is in position, McClain, Carter, and Pierce enter (prefer-
  ably from a secondary ingress) and attempt to neutralize
  their targets. Should anyone get past them via the main exit
  GM CHARACTERS
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  139
  (or appear at a window or doorway), Jarmusch tries to pick
  off the person with his sniper rifle. Should they escape via
  another exit, it is Lloyd’s job to report this fact, then try to
  neutralize the target himself. In any event, once the situa-
  tion is more or less secure, McClain, Carter, and Pierce
  ensure that they haven’t left any bodies lying around and
  depart so that they can be picked up by either Lloyd or Jar-
  musch in the van.
  Lt. Colonel Alastair McClain (Strong Hero 3/Dedicated
  Hero 3/Soldier 4): CR 10; Medium-size human; HD 3d8+6
  plus 3d6+6 plus 4d10+8; hp 78; Mas 14; Init +1; Spd 25 ft.;
  Defense 23, touch 17, flat-footed 22 (+1 Dex, +6 class, +6 tac-
  tical vest); BAB +8; Grap +10; Atk +11 melee (1d4+6/19–20,
  unarmed strike) or +10/+5 melee (1d4+4/19–20, knife); Full
  Atk +11/+6 melee (1d4+6/19–20, unarmed strike) or +10/+5
  melee (1d4+4/19–20, knife) or +9/+4 ranged (2d8, M16A2) or
  +9/+4 ranged (2d8, Desert Eagle) or +9/+4 ranged (4d6, frag-
  mentation grenade) or +9/+4 ranged (special, smoke
  grenade) or +9/+4 ranged (2d6 fire, white phosphorous
  grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ tactical aid, weapon
  focus (unarmed strike), weapon specialization (unarmed
  strike); AL law, U.S. government; SV Fort +8, Ref +5, Will +6;
  AP 5; Rep +1; Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 10.
  Occupation: Military (bonus class skills: Move Silently,
  Survival).
  Skills: Climb –2*, Demolitions +5, Disguise +2, Intimidate
  +6, Jump –2*, Knowledge (tactics) +14, Listen +6, Move
  Silently +0*, Navigate +5, Profession +7, Read/Write English,
  Speak English, Speak Russian, Spot +8, Survival +18.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Burst Fire, Combat Martial Arts, Double Tap,
  Improved Combat Martial Arts, Personal Firearms Profi-
  ciency, Point Blank Shot, Simple Weapons Proficiency.
  Talents (Strong): Melee smash, improved melee smash.
  Talents (Dedicated): Skill emphasis (Survival), aware.
  Possessions: M16A2 (5.56mm assault rifle), 100 rounds
  of 5.56mm ammunition, Desert Eagle (.50AE autoloader),
  50 rounds of .50AE caliber ammunition, 2 fragmenta-
  tion grenades, 2 smoke grenades, 2 white phosphorus
  grenades, knife, tactical vest, uniform, cell phone, PDA,
  professional walkie-talkie, binoculars, 5 chemical light
  sticks, various survival gear.
  *Includes armor penalty for tactical vest.
  McClain tends to change his hair color and eye color as
  needed, and his manner is unassuming. He stands about 5
  feet 10 inches tall, weighs about 180 pounds, and wears
  whatever he needs to wear to fulfill his mission.
  Lieutenant Mike Pierce (Strong Hero 3/Fast Hero 3/
  Gunslinger 2/Soldier 2): CR 10; Medium-size human; HD
  3d8+6 plus 3d8+6 plus 2d10+4 plus 2d10+4; hp 74; Mas 14;
  Init +3; Spd 25 ft.; Defense 26, touch 20, flat-footed 26 (+2
  Dex, +8 class, +6 tactical vest); BAB +7; Grap +9; Atk +9 melee
  (1d4+6, unarmed strike) +9 melee (1d4+4/19–20, knife); Full
  Atk +9/+4 melee (1d4+4, unarmed strike) or +9/+4 melee
  (1d4+4/19–20, knife) or +11/+6 ranged (2d8+2, M16A2) or
  +11/+6 ranged (2d8, Desert Eagle) or +10/+5 ranged (4d6,
  fragmentation grenade) or +10/+5 ranged (special, smoke
  grenade), or +10/+5 ranged (2d6 fire, white phosphorous
  grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ close combat shot,
  weapon focus (Desert Eagle), weapon focus (M16A2),
  weapon specialization (M16A2); AL U.S. government; SV
  Fort +7, Ref +10, Will +5; AP 5; Rep +1; Str 14, Dex 16, Con 14,
  Int 10, Wis 12, Cha 10.
  Occupation: Military (bonus class skills: Move Silently,
  Pilot).
  Skills: Climb +0*, Demolitions +2, Knowledge (tactics) +8,
  Move Silently +4*, Navigate +4, Pilot +14, Read/Write Eng-
  lish, Sleight of Hand +9, Speak English, Spot +3, Survival +6,
  Tumble +5*.
  GM CHARACTERS
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  140
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Burst Fire, Combat Martial Arts, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapons Pro-
  ficiency, Strafe.
  Talents (Strong): Melee smash, improved melee smash.
  Talents (Fast): Evasion, uncanny dodge.
  Possessions: M16A2 (5.56mm assault rifle), 100 rounds of
  5.56mm ammunition, Desert Eagle (.50AE autoloader), 50
  rounds of .50AE caliber ammunition, 2 fragmentation
  grenades, 2 smoke grenades, 2 white phosphorus grenades,
  knife, tactical vest, uniform, PDA, professional walkie-talkie,
  5 chemical light sticks, various survival gear.
  *Includes armor penalty for tactical vest.
  Pierce stands 6 feet 2 inches tall and weighs 210 pounds. He
  has dark skin, hair, and eyes, and he prefers to wear a hat
  when he can. While he tends to wear whatever is needed
  for the mission, he prefers dark clothing.
  Corporal Bill Carter (Strong Hero 2/Tough Hero 4):
  CR 6; Medium-size human; HD 2d8+6 plus 4d10+12; hp 60;
  Mas 16; Init +1; Spd 25 ft.; Defense 22, touch 16, flat-footed 21
  (+1 Dex, +5 class, +6 tactical vest); BAB +5; Grap +7; Atk +7
  melee (1d3+3, unarmed strike) or +7 melee (1d4+2/19–20,
  knife); Full Atk +7 melee (1d3+3, unarmed strike) or +7 melee
  (1d4+2/19–20, knife) or +6 ranged (2d8, M16A2) or +6 ranged
  (2d8, Desert Eagle) or +6 ranged (3d6, M79) or +6 ranged
  (4d6, fragmentation grenade) or +6 ranged (special, smoke
  grenade) or +6 ranged (2d6 fire, white phosphorous
  grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL law, U.S. govern-
  ment; SV Fort +9, Ref +2, Will +2; AP 3; Rep +1; Str 14, Dex 12,
  Con 16, Int 8, Wis 13, Cha 10.
  Occupation: Military (bonus class skills: Drive, Survival).
  Skills: Climb –2*, Drive +9, Read/Write English, Speak
  English, Spot +3, Survival +8.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Combat Martial Arts, Endurance, Exotic
  Firearms Proficiency (M79 grenade launcher), Great Forti-
  tude, Personal Firearms Proficiency, Simple Weapons
  Proficiency.
  Talents (Strong): Extreme effort.
  Talents (Tough): Remain conscious, second wind.
  Possessions: M16A2 (5.56mm assault rifle), 100 rounds of
  5.56mm ammunition, M79 (grenade launcher), 20 40mm
  fragmentation grenades, Desert Eagle (.50AE autoloader), 50
  rounds of .50AE caliber ammunition, 2 fragmentation
  grenades, 2 smoke grenades, 2 white phosphorus grenades,
  knife, tactical vest, uniform, PDA, professional walkie-talkie,
  5 chemical light sticks, various survival gear.
  *Includes armor penalty for tactical vest.
  Carter is a heavily built man who stands 6 feet tall and
  weighs 210 pounds. His blond crewcut is more golden than
  white in shade, and he has green eyes and a light smattering
  of freckles across his prominent cheekbones. 
  Corporal Dwight Lloyd (Strong Hero 2/Smart Hero 3/
  Techie 1): CR 6; Medium-size human; HD 2d8+2 plus 3d6+3
  plus 1d6+1; hp 34; Mas 13; Init +2; Spd 25 ft.; Defense 22, touch
  16, flat-footed 20 (+2 Dex, +4 class, +6 tactical vest); BAB +3;
  Grap +4; Atk +4 melee (1d4+1, unarmed strike) or +4 melee
  (1d4+1/19–20, knife); Full Atk +4 melee (1d4+1, unarmed
  strike) or +4 melee (1d4+1/19–20, knife) or +5 ranged (2d8,
  M16A2) or +5 ranged (2d8, Desert Eagle) or +5 ranged (4d6,
  fragmentation grenade) or +5 ranged (special, smoke
  grenade) or +5 ranged (2d6 fire, white phosphorous
  grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ jury-rig +2; AL U.S.
  government; SV Fort +4, Ref +3, Will +4; AP 3; Rep +1; Str 12,
  Dex 14, Con 13, Int 16, Wis 10, Cha 9.
  Occupation: Military (bonus class skills: Demolitions,
  Move Silently).
  Skills: Climb +1*, Computer Use +14, Craft (electronic) +6,
  Craft (mechanical) +9, Craft (structural) +7, Demolitions +14,
  Disable Device +14, Disguise +0, Jump +0*, Knowledge (tactics)
  +5, Knowledge (technology) +9, Move Silently –2*, Navigate
  +8, Read/Write Arabic, Read/Write English, Read/Write
  Russian; Repair +13, Speak Arabic, Speak English, Survival +1.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Cautious, Combat Martial Arts, Gearhead,
  Personal Firearms Proficiency, Simple Weapons Proficiency.
  Talents (Strong): Ignore hardness.
  Talents (Smart): Savant (Disable Device), plan.
  Possessions: M16A2 (5.56mm assault rifle), 100 rounds of
  5.56mm ammunition, Desert Eagle (.50AE autoloader), 50
  rounds of .50AE caliber ammunition, 2 fragmentation
  grenades, 2 smoke grenades, 2 white phosphorus grenades,
  knife, tactical vest, uniform, PDA, professional walkie-talkie,
  5 chemical light sticks, notebook computer (with cellular
  modem), basic electrical tool kit, lineman’s buttset, tele-
  phone line tap, various survival gear.
  *Includes armor penalty for tactical vest.
  Lloyd stands 5 feet 7 inches tall and weighs 150 pounds.
  He keeps his dark hair as short as possible and sometimes
  even shaves his whole head. He feels comfortable in just
  about any type of clothing, but he prefers brighter colors
  when given a choice. Though his vision is perfect, he some-
  times wears different glasses just to make his rounded and
  expressive facial features look slightly different.
  Corporal Orlando “Juice” Jarmusch (Strong Hero 1/Fast
  Hero 4/Infiltrator 1): CR 6; Medium-size human; HD 1d8
  plus 4d8 plus 1d8; hp 38; Mas 10; Init +3; Spd 30 ft.; Defense
  25, touch 20, flat-footed 22 (+3 Dex, +7 class, +5 light-duty
  vest); BAB +4; Grap +5; Atk +5 melee (1d3+2 nonlethal,
  unarmed strike) or +5 melee (1d4+2/19–20, knife); Full Atk +5
  melee (1d3+2 nonlethal, unarmed strike) or +5 melee
  (1d4+2/19–20, knife) or +8 ranged (2d10, HK PSG1) or +7
  ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  sweep; AL U.S. government; SV Fort +2, Ref +7, Will +3; AP 3;
  Rep +2; Str 13, Dex 16, Con 10, Int 12, Wis 14, Cha 8.
  Occupation:Military (bonus class skills: Hide, Move Silently).
  Skills: Balance +7*, Climb +1*, Escape Artist +7*, Hide +9,
  Jump +1*, Move Silently +10*, Read/Write English, Speak
  Dutch, Speak English, Spot +4, Swim –2*.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Far Shot, Personal Firearms Proficiency,
  Point Blank Shot, Simple Weapons Proficiency, Stealthy.
  Talents (Strong): Melee smash.
  Talents (Fast): Evasion, increased speed.
  GM CHARACTERS
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  141
  Possessions: HK PSG1 (7.62 sniper rifle with electro-opti-
  cal scope), 50 rounds of 7.62mm ammunition, Desert Eagle
  (.50AE autoloader), 50 rounds of .50AE caliber ammunition,
  1 fragmentation grenade, 3 smoke grenades, knife, light-duty
  vest, uniform, PDA, professional walkie-talkie, 5 chemical
  light sticks, various survival gear.
  *Includes armor penalty for light-duty vest.
  Because he is often used in situations that require stealth,
  Juice tends to have a varied wardrobe that covers just about
  any need in terms of moving about unseen and keeping the
  elements out. He keeps his brown hair short, but not dra-
  matically so, and he wears sunglasses whenever he has a
  chance to shade his blue eyes from the sunlight, which he
  loves. Despite this love for the sun, he takes care to keep his
  fair skin protected from its rays, so unlike Carter, who has
  similar skin, Juice’s skin is usually fairly pale. Juice stands 5
  feet 11 inches tall, and he weighs 175 pounds.
  FLESHING OUT GM CHARACTERS
  Supporting characters aren’t just game statistics. They are
  individuals with personalities, quirks, and opinions. The GM
  should strive to fill his or her campaign with characters that
  are engaging and seem real. This especially holds true for
  potentially recurring characters. Conversely, not every “bit”
  character or extra need be memorable—not everyone in real
  life is memorable, either.
  One trick to making a supporting character memorable
  is to assign one or two distinctive traits to the individual.
  Such characters are likely to play off the heroes in inter-
  esting and unexpected ways, and players will remember
  them (perhaps even adore or revile them) in adventures
  to come.
  Table 2–1: One Hundred Character Traits lists traits that
  the GM can choose from when creating supporting char-
  acters. The table is only the beginning, and many more
  traits could be added to the list. None of the traits listed
  in the table have any effect on the character’s game sta-
  tistics, although the GM may need to figure out how to
  marry certain traits with certain game statistics. For exam-
  ple, a well-mannered character with a low Charisma score
  might have some personality quirk or quality to account
  for his low charisma, such as an incessant nervous twitch
  or no sense of humor.
  GM CHARACTERS
  TABLE 2–1: ONE HUNDRED
  CHARACTER TRAITS
  d% Trait
  01
  Aloof
  02
  Bad breath
  03
  Bald
  04
  Bookish
  05
  Braces or dentures
  06
  Brave
  07
  Capricious
  08
  Careless
  09
  Clean
  10
  Collector (books, coins, weapons,
  butterflies, etc.)
  11
  Condescending
  12
  Cowardly
  13
  Crooked teeth
  14
  Cross-eyed or cock-eyed
  15
  Cruel
  16
  Cryptic, evasive, or secretive
  17
  Dirty and unkempt
  18
  Distinctive jewelry
  19
  Distinctive nose
  20
  Distinctive scar
  21
  Doesn’t like to be touched
  22
  Drunkard
  23
  Easy going
  24
  Enunciates very clearly
  25
  Even tempered
  26
  Exacting
  27
  Eyeglasses
  28
  Eye patch
  29
  Fanatical
  30
  Fast talker
  31
  Fiddles or fidgets nervously
  32
  Foppish
  33
  Forgiving
  34
  Foul-mouthed
  35
  Gruff
  36
  Hacking cough
  37
  Hard of hearing
  38
  Helpful
  39
  Hot tempered
  40
  Hyperactive
  41
  Impeccably dressed
  42
  Inquisitive
  43
  Jealous
  44
  Jokester
  45
  Jumpy
  46
  Lazy or lackadaisical
  47
  Loquacious
  48
  Melancholy
  49
  Missing tooth
  50
  Missing finger
  51
  Moody
  52
  Multiple body piercings
  53
  Nasal voice
  54
  Nervous eye twitch
  55
  Neurotic
  56
  Never shuts up
  57
  No sense of humor
  58
  Not very observant
  59
  Obese
  60
  Obsequious
  61
  Opinionated
  62
  Optimistic
  63
  Overbearing
  64
  Particularly high voice
  65
  Particularly long hair
  66
  Particularly low voice
  67
  Passionate artist or hobbyist
  (fishing, hunting, etc.)
  68
  Perfect, white teeth
  69
  Pessimistic or cynical
  70
  Pleasant smelling (perfumed)
  71
  Preaching
  72
  Reclusive
  73
  Self-destructive
  74
  Self-glorifying
  75
  Sexist, racist, or otherwise
  prejudiced
  76
  Sexually voracious or
  promiscuous
  77
  Shaky hands
  78
  Sings or hums a lot
  79
  Slow talker
  80
  Stooped back
  81
  Strong body odor
  82
  Stutters, lisps, or slurs
  83
  Suave
  84
  Suspicious
  85
  Sweaty
  86
  Theatrical
  87
  Unfeeling
  88
  Unusual hair style or color
  89
  Uses big words
  90
  Uses expressive hand gestures
  91
  Very short
  92
  Very tall
  93
  Visible birthmark
  94
  Visible tattoo
  95
  Walks with a limp
  96
  Wears flamboyant or outlandish
  attire
  97
  Wears toupee or wig
  98
  Well read
  99
  Well mannered
  100 Whistles
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  Organizations in the d20 Modern Role-
  playing Game can be benefactors to
  the heroes, the public face of a secret
  society, or merely one of the factions at
  work in the background of a campaign.
  Whichever option the Gamemaster chooses,
  this chapter provides enough information to
  present a basic picture of how the organization works,
  where it came from, and how it’s structured. In some
  cases, the entries include a map of what a typical office
  or base of operations might look like. 
  Not every organization will fit in every campaign set-
  ting, nor need it appear in a setting precisely as it appears
  here. The GM should create a kind of “organization pan-
  theon,” composed of the groups and factions he most
  wants to use in his campaign. Knowing that the Crim-
  son Scorpion is engaged in an ongoing war with the
  Federal Bureau of Investigation, who have turned
  to Unified Technologies for high-tech surveil-
  lance equipment—unaware that UT is a
  puppet of the Nautilus Club, which is trying
  to gain control of the United States Justice
  Department—will certainly help shape
  both the adventures and the attitudes of
  many GM characters. The more the GM
  knows about the organizations moving in the background of
  his campaign, the richer and more engaging the world becomes
  for the heroes. 
  Be creative with these organizations, and the plots will practi-
  cally write themselves. Something else to keep in mind: Just
  because the heroes sever an important thread in the campaign’s
  grand global conspiracy, the whole sinister web does not neces-
  sarily have to come untangled. There is always someone higher up
  in the chain to carry the plot forward.
  Caption here ...
  FACTIONS
  Chapter Three
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  143
  REALITY VS. SPIN
  Of course, there are no secret masters in the real world.
  Humankind has always had a hard time believing that bad
  things happen to good people purely at random; we have
  concocted elaborate mythologies about global conspiracies
  that are out to get us. Paranoia is its own reward.
  Some of the organizations presented here are based on
  real groups. Although we’ve taken care to do some research
  on the FBI, Department of Defense, and other actual organ-
  izations, it is done with an eye toward creating believable
  fiction. Although their histories are based at least partially
  on fact, the accounts below are not accurate or complete
  depictions of their real-world counterparts (if any). There is
  no Corleone crime family outside of the Godfather films.
  The FBI does not actually have a paranormal investigations
  department. The Scientologists aren’t really controlled by a
  rogue faction of grays, and those “messages” people hear
  when they play vinyl records backward are the result of
  their own overactive imaginations. However, a campaign
  world would be a lot more interesting place if those things
  were true, wouldn’t it?
  The trick to any successful conspiracy is for the conspir-
  ator’s more suspicious activities—when they’re noticed by
  the public, anyway—to have a reasonable and rational
  explanation. This is called “spin doctoring,” and it sugarcoats
  a bitter truth so that the general public doesn’t realize that,
  once again, they are being asked to accept yet another lie
  that they ordinarily wouldn’t believe. 
  Police brutally beat peaceful protestors at the World
  Trade Organization summit in Seattle—clearly a case of
  mistaken identity. 
  Peacekeeping troops gunned down a village of inno-
  cent people in Kosovo—the regrettable result of faulty
  intelligence. 
  Five hundred people claim to have witnessed U.S. Air
  Force jet fighters fire air-to-air missiles at a squadron of
  flying saucers over the Nevada desert—hallucinations caused
  by unseasonably high amounts of swamp gas, and light from
  the planet Venus reflected off smog hanging over Dallas.
  The same sort of rationalization can be applied to all the
  organizations in this chapter. The Central Intelligence
  Agency has no authority to operate within the boundaries
  of the United States, so those guys in dark suits and sun-
  glasses must have been from the FBI. There is no global
  devil-worshiping conspiracy, so those people in the red
  robes who tried to murder a local girl were plainly just
  making up their ritual as they went along.
  For every illegal, unethical, immoral, or outright evil act
  that the organization carries out, the GM should have an
  official explanation ready to go—the players are going to
  have a great deal of fun sifting through all the lies to get to
  the truth.
  SPLINTER GROUPS &
  ROGUEAGENTS
  Only an organization of one can have complete unity of
  purpose; as soon as another person enters the picture, the
  goals and visions become divided. One employee can
  become a rogue; two employees, a splinter group. When an
  organization is as well financed as the CIA or the Nautilus
  Club, one disgruntled employee has access to enough
  resources to cause big problems. When it is as large as the
  FBI, the Mafia, or the United Nations, a splinter group of
  rogues can cause tremendous problems.
  Rogue agents and splinter groups are mainstays of thriller
  fiction. A writer—and, by extension, a Gamemaster—can
  make an otherwise upright organization into a ruthless vil-
  lain by creating a splinter group working secretly within the
  organization, using legitimate resources and personnel to
  carry out its own agendas. (Conversely, a much less com-
  monly used theme in fiction is a moral and ethical conspir-
  acy within the ranks of an otherwise evil organization.)
  Worse, a single, highly placed rogue agent could seize com-
  mand of loyal operatives and order them to take actions
  they would ordinarily refuse, taking advantage of their
  implicit trust in their commander.
  The organizations presented here represent the base
  organizations, as opposed to splinter groups. Splinter
  groups, by their nature, have access to only a fraction of the
  base group’s resources; requisitioning items to support an
  internal conspiracy can be tough. (The GM should apply a
  –5 to –10 penalty on level checks for requisitions made by
  members of the splinter group.) Similarly, rogue agents and
  members of splinter groups are not bound by the ideologies
  of their parent organization; they can have allegiances that
  run counter to the organization’s usual allegiances. Some-
  times, though, the basic allegiance—“U.S. government,”
  “DOD,” “Mafia”—remains the same, but the overall character
  is changed by adding a qualifying allegiance, such as “law,”
  “chaos,” “evil,” or “good.”
  READING THE
  ORGANIZATIONENTRIES
  Each organization entry includes information on what
  the organization does, who its key members are, and
  how the organization interacts with the campaign world.
  These entries follow roughly the format laid out in Chapter
  Nine: Campaign Models, in the d20 Modern Roleplaying
  Game, with some additional information.
  Organization
  This text contains a summary of the organization’s goals and
  capabilities.
  Agenda: A brief description of how the organization
  achieves its goal.
  Structure: How the organization appears to the rest of
  the world.
  Symbol: The group’s logo (if the group is organized
  enough to have one).
  Most Common Allegiance(s): The allegiance(s) an aver-
  age member has.
  Requisition Limit: The organization’s effective Wealth
  score for purposes of members requisitioning equipment
  (and any limitations placed on such requisitions).
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  Overview
  This section describes how the organization came into exis-
  tence and gives an overview of its hierarchy (Organization
  Structure) and various facilities (Bases of Operation). This
  section also discusses what sorts of equipment and funds
  the organization usually has available (Resources).
  Involving the Heroes
  The overview includes a section on how the heroes can be
  introduced to the organization, either as members or as
  enemies. If the heroes are members of the organization, this
  section also discusses the kinds of work they might do for it.
  Using the Organization
  This section gives ideas for plot hooks and advice to the
  Gamemaster on how to include the organization in his campaign.
  Learning About the Organization
  Heroes may attempt Knowledge checks, Gather Information
  checks, and Research checks to learn about organizations.
  This section explains which Knowledge skills are appropriate
  for the organization, and gives the level of detail that a char-
  acter can uncover based on the results for each type of check.
  Members
  Lastly, each entry describes a typical member of the organ-
  ization—at least, the type of member with whom the
  heroes are likely to interact. The character archetype listed
  here is someone unique to the organization—someone that
  differs from the average ordinary archetype. The difference
  could be as minor as choice of equipment, or it could be as
  extreme as species.
  In most cases, other members of an organization can be
  represented by ordinary characters (see the Ordinary arche-
  types found in Chapter Eight: Friends and Foes of the d20
  Modern Roleplaying Game).
  AL-JAMBIYA
  Al-Jambiya (“the Dagger”) is a terrorist organization mod-
  eled roughly on Osama bin Laden’s al-Qaeda network,
  though considerably smaller, and with a more aggressive
  agenda. It is the intent of al-Jambiya’s leaders to torture and
  murder one U.S. citizen for every Muslim killed or injured by
  the actions of the United States.
  Agenda: Instill terror in the United States of America by
  abducting, torturing, and murdering its citizens.
  Structure: Terrorist organization.
  Symbol: A sheathed jambiya, the traditional ritual dagger
  of some Muslim cultures.
  Most Common Allegiance(s): Islam, evil, anti-American
  factions.
  Requisition Limit: 30 (illegal).
  Overview
  Jabbar Husam al Din was the only son of a wealthy Saudi
  industrialist and, unbeknownst to the world at large, also a
  serial killer. Jabbar murdered two French tourists in 1993 and
  an American college student in 1994, and successfully con-
  cealed these crimes from everyone except his father. Suf-
  fering from cancer and afraid that his only son would be
  imprisoned and executed, the father helped Jabbar conceal
  his crimes in return for his son’s promise that he would
  devote himself to his religious studies and eventually take
  over the family business. The senior al Din hired bodyguards
  for his son—to supervise Jabbar as much to protect him.
  When his father died in 1999, though, Jabbar fired the
  bodyguards and promptly murdered a visiting Spanish busi-
  nesswoman. He chose his victim because she walked about
  her hotel lobby wearing a fashionably cut dress made of rel-
  atively thin material. To al Din, her immodesty was sympto-
  matic of what was wrong with the West, and he fixated on
  the idea that he could combine his gift for abduction and
  murder with his political and religious views. Al Din greatly
  admired Osama bin Laden’s vision, but when he arranged a
  meeting with the terrorist leader, bin Laden seemed more
  interested in what al Din could do for al-Qaeda financially. In
  fact, bin Laden seemed faintly disgusted by al Din’s proposal
  to kidnap wealthy Americans and torture them to death on
  video. Though bin Laden promised to consider the idea, al
  Din felt that al-Qaeda simply didn’t match his vision, and
  determined to start his own anti-American terrorist faction.
  Jabbar al Din began recruiting followers, searching
  throughout Afghanistan, Algeria, Bosnia, Chechnya, Iraq, the
  Philippines, Tajikistan, Saudi Arabia, Somalia, Yemen, and
  Kosovo for individuals who not only shared his dream, but
  who had the kinds of traits he needed—violent tempers, a
  propensity for ruthless brutality, and an absolute faith that
  murdering Westerners was a religious imperative. His initial
  search concluded in the summer of 2001, when Jabbar had
  assembled 31 followers aboard his yacht, the Laila, to dis-
  cuss how to organize and expand their network. They were
  anchored off Somalia when news of al-Qaeda’s attacks on
  America came in.
  Though his followers were elated, al Din was actually dis-
  appointed that bin Laden hadn’t confided his plans to him. As
  the United States responded, he realized that his own mission
  had just become more difficult; the U.S. would be on their
  guard now. Bin Laden’s “grand plan” had sabotaged his own! Al
  Din ordered his operatives to disperse to the target areas they
  had selected to act as training camps (mostly in Europe and
  South America). In time, he promised, he would contact them
  with fully developed cover identities and assignments. When
  they had gone, al Din swore to himself that he would not only
  upstage Osama bin Laden and al-Qaeda, but that he would
  see bin Laden beg him for forgiveness.
  Al Din spent the next several months preparing while his
  al-Jambiya operatives recruited new members, conducted
  training exercises, and generally honed their skills. Finally, a
  year after he had brought his collection of serial killers
  together, Jabbar Husam al Din gave the order for the first
  phase of al-Jambiya’s operation to begin. Over the next two
  months, fourteen al-Jambiya cells, consisting of over 60
  murderers and rapists, traveled to America under false iden-
  tities and arriving from separate points of origins.
  Throughout the arrival period, and carefully coordinated
  to establish alibis for the arriving terrorists, cells already on
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  location in Europe abducted and murdered four separate
  people: two Americans (a journalist and a tourist), a British
  petroleum executive’s wife, and a French banker. Masked and
  wearing butcher’s aprons, they slaughtered these unfortu-
  nate individuals, then sent videos of the grisly proceedings
  to news services in Great Britain, France, Germany, and
  Switzerland, along with their message: “So long as the United
  States keeps slaughtering innocents in the Middle East, we
  will slaughter innocents in the West.” Shortly thereafter, the
  first cell in the United States carried out a similar abduction
  and murder, also delivering a videotape and recorded mes-
  sage: “How does it feel, America, knowing that you are not
  safe? That death can fall upon you at any time?”
  Meanwhile, safely separated from these events in
  Saudi Arabia, Jabbar Husam al Din continued his recruit-
  ment drive, occasionally carrying out his own
  abductions and torture-killings aboard the Laila.
  Structure
  Al-Jambiya is led by Jabbar Husam al Din, who
  commands a force of just under 100 fanatical
  killers scattered across Europe and North Amer-
  ica. The members of al-Jambiya operate in small
  cells of no more than five men, but they fre-
  quently work with (and receive financial sup-
  port from) sympathetic pro-Muslim groups.
  Bases of Operation
  Jabbar Husam al Din is a citizen of Saudi Arabia,
  but his family owns holdings in Yemen, where he
  stays for roughly half of every year. From his
  home in Yemen, al Din conducts his terrorist busi-
  ness. He reportedly takes a two-month break once a year,
  vacationing aboard his private yacht, the Laila.
  Al Din’s followers use a wide variety of bases and hide-
  outs, mostly properties owned by Muslims who believe that
  action must be taken against Western society. In America,
  though, these supporters are so rare (given the U.S.’s policy
  of aggressively prosecuting those who provide aid to ter-
  rorist groups) that members of the American al-Jambiya
  usually purchase small abandoned factories or garages to
  carry out their work.
  Resources
  Al-Jambiya is woefully underfunded for the task al Din has
  set for the organization, so its members are forced to be
  extremely resourceful and self-sufficient. Al-Jambiya’s
  meager funding comes from charitable Muslim families (the
  majority of whom have no idea what al-Jambiya uses the
  money for), “care packages” of unmarked, well-laundered
  bills from al Din, and, remarkably, from its members taking
  low-profile jobs with American businesses—typically fast-
  food restaurants and convenience stores. (Many, somewhat
  stereotypically, work as taxi drivers—which also enables
  them to locate, select, and abduct victims more easily.)
  Involving the Heroes
  Heroes should not play members of al-Jambiya, because al-
  Jambiya is anything but heroic. Al-Jambiya is best described
  as a terrorist organization composed of ideologically
  motivated serial killers, so the heroes are best involved as a
  group dedicated to ending their threat. The heroes could be
  members of the FBI’s counter-terrorism task force, FEMA
  investigators seeking answers in the wake of a terrorist
  attack, or simply morally outraged citizens seeking to put a
  stop to the killings.
  Using Al-Jambiya
  Al-Jambiya exists as a radical group among radical groups—
  an organization that makes even al-Qaeda somewhat
  uneasy. Though they consider themselves “good Muslims,”
  their methods are morally objectionable to the average
  Muslim. The members of al-Jambiya are serial killers,
  using their hatred of the United States as an excuse to
  indulge their twisted fantasies.
  Gamemasters can use al-Jambiya in a d20
  MODERN campaign as the ultimate terrorist
  group—threatening American citizens not in a
  remote way, but with the immediate danger of
  possible abduction and murder. Al-Jambiya’s
  killers can strike anywhere, at any time, leav-
  ing behind a grisly warning to the United
  States, a message that says: “We can do this to
  you, any time.”
  Learning About Al-Jambiya
  The heroes can collect information on al-Jam-
  biya with Gather Information, Knowledge (cur-
  rent events), or Research checks. In each case,
  success at beating a DC grants that DC’s infor-
  mation and all the information provided by any lower DC
  results. GMs might what to award slightly more informa-
  tion than what is provided depending on how much a
  player’s roll exceeded a given DC. At the GM’s discretion,
  other Knowledge skills might be used to reveal the same
  information.
  Gather Information
  If made among the general populace, Gather Information
  checks gain the hero only wild speculation and conjecture.
  If the checks are conducted among Muslim communities,
  where some of the people might know members of al-Jam-
  biya, use the results below.
  DC 5: “Al-Jambiya” refers to ritual curved daggers carried
  by men in some Islamic countries. These daggers are family
  heirlooms, passed from father to son.
  DC 10: The al-Jambiya terrorist group is extreme, even for
  a terrorist group. Most Muslims find it hard to believe that
  such a group even exists. Those who do believe that al-Jam-
  biya exist find their actions completely abhorrent.
  DC 15: Rumors suggest that the members of al-Jambiya
  may have been recruited from the criminal populations of
  Islamic countries—perhaps even straight out of Saudi
  prisons.
  DC 25: Islamic religious groups believe that certain mem-
  bers of al-Jambiya might have been serial killers in their coun-
  tries of origin, recruited specifically for their ruthlessness.
  DC 35: The hero can learn the names of local Muslim fam-
  ilies who have welcomed “relatives” to their homes in the
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  month before a killing spree began. (Note: Eighty percent of
  these leads turn out to be for legitimate family gatherings.
  Only about 5% of the others are connected to al-Jambiya
  operatives.)
  Knowledge (Current Events)
  Knowledge (current events) checks can tell a hero what she
  knows about al-Jambiya’s activities from coverage in the
  mass media. The existence of al-Jambiya is still recent news,
  though, so little has been uncovered about them so far.
  DC 1: The terrorist group al-Jambiya has carried out tor-
  ture-killings of several American and European citizens.
  DC 5: Rumors say that al-Jambiya is to al-Qaeda in some
  as-yet-unknown way—perhaps as a series of separate
  “sleeper” cells, waiting for instructions from Osama bin
  Laden to act again.
  DC 10: Bin Laden’s most recent recorded messages do not
  mention the murders carried out by al-Jambiya—neither
  taking credit for nor praising the actions.
  DC 15: The FBI feels that these murders may have been
  carried out by a separate anti-American group—one that is
  deeply embedded in Europe and the U.S. through the use of
  disguises and forged identification papers.
  DC 20: FBI profilers have been assigned to investigate the
  murders, but nothing conclusive has come of that so far.
  Research
  Research checks cover what the hero can learn by examin-
  ing various news services, including Muslim news sources.
  This check provides information on what is known so far
  about al-Jambiya.
  DC 1: Suspected members of al-Jambiya include various
  individuals who in the past have been associated with al-
  Qaeda.
  DC 5: INTERPOL believes that al-Jambiya’s has, at best,
  tenuous ties with Osama bin Laden and al-Qaeda.
  DC 10: Saudi law enforcement believes that al-Jambiya’s
  leader might be operating out of Saudi Arabia, Yemen,
  Oman, or the United Arab Emirates.
  DC 15: The FBI believes that al-Jambiya cells are operating
  in multiple locations throughout the United States with
  possibly more than one cell per geographic region.
  DC 20: The FBI believes that al-Jambiya is getting its fund-
  ing many of the same sources as al-Qaeda, including Muslim
  nationalist groups operating inside the U.S.
  DC 25: The hero can find out exactly which Muslim
  nationalist groups the FBI believes are supplying funds to al-
  Jambiya.
  DC 30: The hero can learn where in the U.S. these Muslim
  nationalist groups are headquartered.
  Members
  Members of al-Jambiya come from different walks of life,
  but have undergone similar training in stealth and abduction
  tactics since joining al-Jambiya. The al-Jambiya assassin
  below is a typical example, but specific members of the ter-
  rorist organization might have a more specialized skill set.
  Al-Jambiya Assassin (Strong Hero 2/Tough Hero 2/Ded-
  icated Hero 2/Charismatic Hero 2): CR 8; Medium-size
  human; HD 2d8+4 plus 2d10+4 plus 2d6+4 plus 2d6+4; hp 65;
  Mas 15; Init +1; Spd 30 ft.; Defense 18, touch 18, flat-footed 17
  (+1 Dex, +7 class); BAB +5; Grap +7; Atk +8 melee (1d6+3 non-
  lethal, unarmed strike) or +8 melee (1d4+3/19–20, jambiya) or
  +7 melee (1d3 electricity, stun gun) or +6 ranged (4d6, frag-
  mentation grenade) or +6 ranged (special, smoke grenade);
  Full Atk +8 melee (1d6+3 nonlethal, unarmed strike) or +8
  melee (1d4+3/19–20, jambiya) or +7 melee (1d3 electricity,
  stun gun) or +6 ranged (2d8, AKM/AK-47) or +6 ranged (2d6,
  MAC Ingram M10) or +6 ranged (4d6, fragmentation grenade)
  or +6 ranged (special, smoke grenade); FS 5 ft. by 5 ft.; Reach
  5 ft.; AL al-Jambiya, evil; SV Fort +10, Ref +3, Will +3; AP 4;
  Rep +0; Str 14, Dex 13, Con 15, Int 13, Wis 12, Cha 12.
  Occupation: Criminal (bonus class skills: Hide, Move
  Silently).
  Skills: Bluff +8, Climb +6, Disguise +6, Hide +9, Intimidate
  +7, Jump +6, Knowledge (tactics) +7, Listen +5, Move Silently
  +9, Read/Write Arabic, Read/Write English, Speak Arabic,
  Speak English, Spot +5, Survival +10. 
  Feats: Advanced Firearms Proficiency, Brawl, Deceptive,
  Heroic Surge, Knockout Punch, Low Profile, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Stealthy,
  Weapon Focus (jambiya).
  Talents (Strong Hero): Melee smash.
  Talents (Tough Hero): Remain conscious.
  Talents (Dedicated Hero): Skill emphasis (Survival).
  Talents (Charismatic Hero): Fast-talk.
  Possessions: AKM/AK-47 (7.62mmR assault rifle), 500
  rounds of 7.62mmR ammunition, MAC Ingram M10 (.45
  machine pistol), 200 rounds of .45 ammunition, jambiya
  (knife), stun gun, 2 fragmentation grenades, 4 smoke
  grenades, casual clothes, fatigues, desktop computer with
  broadband modem, portable video camera, fake ID, steel
  handcuffs, various gear and personal possessions.
  The Laila
  Jabbar Husam al Din uses this yacht as a mobile base of
  operations during vacations. He holds private parties aboard
  the ship whenever he makes port, taking advantage of the
  opportunity to entertain and meet with “investors.” The
  ship is equipped with satellite television, satellite tele-
  phones equipped with caller ID defeaters, and an Internet
  connection so that al Din can stay abreast of world events
  and communicate with other members of al-Jambiya.
  See the accompanying map of the Laila for a key to the
  various areas and cabins aboard the vessel. In addition to the
  regular accoutrements, the Lailacontains plenty of firepower
  in the form of an arsenal of pistols, longarms, and grenades
  hidden in secret floor compartments throughout the ship.
  The Laila has twelve crewmembers who serve a variety
  of shipboard functions. Eight of the Laila’s crewmembers
  are low-level mechanics (see page 274 of the d20 Modern
  Roleplaying Game for statistics). The rest are actually
  mid-level terrorists (see page 279 of the d20 Modern
  Roleplaying Game for statistics), all of whom have an alle-
  giance to al-Jambiya and give their lives to protect al Din.
  Laila (330-foot luxury yacht): Crew 6 (minimum); Pas-
  sengers 8+; Cargo 30,000 lb.; Init –6; Maneuver –6; Top
  Speed 45 [4]; Defense 2; Hardness 5; hp 94; Size C; Purchase
  DC 72; Restriction Lic [+1].
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  FACTIONS
  THE LAILA
  _____________________________
  _____________________________
  _____________________________
  1. Bridge
  2. Anchors
  3. Launch Crane
  4. Sky Lounge
  5. Captain’s Cabin
  6. Pilot House
  7A. Pontoon Launch
  7B. 1-Person Jet Ski
  7C. 2-Person Jet Ski
  8. Stern Deck
  9. Jacuzzi
  10. Large Saloon
  11. Dining Room
  12. Guest Galley
  13. Master Bedroom (with Master Bath)
  14. Guest Stateroom (with Guest Bath)
  15. Crew Galley
  16. Crew Berths (4)
  17. Crew Berths (3)
  Scale: One Square = 10 Feet
  1
  2
  2
  3
  9
  10
  11
  8
  8
  8
  4
  6
  7a
  7a
  7c
  7b
  7b
  7c
  7c
  7c
  5
  2
  12
  13
  17
  15
  14
  14
  14
  14
  16
  FLYBRIDGE DECK
  BOAT DECK
  MAIN DECK
  LOWER DECK
  KAULAZZ
  DESIGN & ENGINEERING
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  CENTRAL INTELLIGENCE AGENCY, THE
  The Central Intelligence Agency, or CIA, is the fact-finding
  bureau of the United States government. With agents all
  over the world gathering intelligence both overtly and
  covertly, there is theoretically little information they
  cannot provide about developments in any country.
  Agenda: Monitor publications and the media all over the
  world, analyze the collected data (with an eye toward find-
  ing patterns and connections), and advise America’s policy-
  makers as to developing situations and potential threats to
  U.S. security.
  Structure: Intelligence-gathering and military advisory
  group.
  Symbol: An eagle’s head surmounting a shield bearing a
  central compass.
  Most Common Allegiance(s): CIA or U.S. Government.
  Requisition Limit: 45 (illegal).
  Overview
  As part of 1947’s National Security Act, President Harry
  Truman authorized the creation of the Central Intelligence
  Agency. The CIA’s mandate was to coordinate the nation’s
  intelligence-gathering activities, which previously had been
  scattered over several military departments. With all of
  these activities under one roof, the CIA could correlate
  intelligence, analyze it, evaluate its importance, and dis-
  seminate it as needed. The goal of national security was
  largely in response to mistrust of the Soviet Union, which
  after World War II had laid claim to much of the land it had
  liberated from Nazi Germany. With Hitler’s Third Reich
  defeated by the Allies, Americans worried that the Soviets
  would take advantage of the political and ideological
  vacuum to spread communism—the “red menace”—all over
  Western Europe.
  The CIA was a major player in the “Cold War” that
  lasted from the late 1940s to the early 1990s. Though
  America had won the race to create an atomic bomb, the
  other nations hadn’t simply given up, and America feared
  that Soviet or Chinese ballistic missiles would drop
  nuclear warheads on major U.S. cities before the U.S. mil-
  itary could act to defend the nation. Since these so-called
  “superpower” nations did not trust one another to follow
  through on promises to limit nuclear weapons research,
  the only sensible plan was to monitor each other’s tech-
  nological progress and achievements. The CIA set up
  agents in every country where the enemy was known to
  operate, and began quietly gathering data on what was
  going on in those places.
  The Cold War occasionally turned hot—such as during
  the Cuban Missile Crisis of 1962—and spies and agents of
  both sides were killed or captured. The James Bond books
  and movies of the late 1950s and 60s glamorized the espi-
  onage business, but the reality was that most spies (on
  either side) were not nearly as flamboyant or adventurous.
  Alger Hiss, Kim Philby, Ethel and Julius Rosenberg, and
  Aldrich Ames were all extremely effective spies, stealing
  countless secrets and passing them on to their foreign con-
  tacts before being caught. The CIA (and their counterparts
  in the Soviet Union’s KGB, or State Security Committee)
  developed an endless variety of tools and devices to
  record and transmit information, and to detect the trans-
  mission of information by enemy agents.
  By the late 1980s, world espionage had become a kind of
  chess game, with CIA and KGB operatives covertly working
  to help their respective countries seize ideological control
  of various strategic nations and territories. They often sup-
  ported friendly regimes or provided secret military aid to
  rebel forces. Plainly, the CIA had exceeded its original man-
  date—acting, rather than observing—but times had
  changed, and the U.S. needed to protect not only its citi-
  zens in the at home, but those traveling and working
  abroad. America had grown increasingly dependent on for-
  eign oil, and several members of O.P.E.C. (the Organization
  of Petroleum Exporting Countries) were frequently openly
  hostile to the United States. To ensure a steady supply of
  crude oil, the CIA operated in the O.P.E.C. nations to create
  or maintain a stability that favored U.S. interests. By the
  end of the Cold War in 1990, the CIA had built a new niche
  for itself that lived on even after its original intelligence-
  gathering mission became obsolete.
  In the new millennium, the current Director of Central
  Intelligence acts as one of the president’s chief advisors on
  matters of intelligence and national security. The CIA
  gathers information in much the same way it always has.
  Agents monitor “open source” information (including
  newspaper, television and radio broadcasts, and speeches
  made by foreign policy makers), and they analyze data to
  look for missing pieces of information (and to try to
  determine what those pieces might be). The CIA uses
  “clandestine source” information—human intelligence
  (gathered directly by investigating agents of the CIA),
  electronic intelligence (including monitoring telephone
  conversations and intercepting e-mail and coded broad-
  casts), and shared intelligence (data from other intelli-
  gence agencies)—to fill in some of the missing pieces, and
  tries to estimate the complete picture from the pieces
  they have.
  Structure
  Like most other government offices, the CIA has a strict
  and clearly defined bureaucratic hierarchy that is led by the
  Director of Central Intelligence. Reporting to the Director
  are the Deputy Director, the Associate Director of Central
  Intelligence for Homeland Security, the Associate Director
  of the CIA, the Office of the General Counsel, and the
  directors of several intelligence panels. Overseeing man-
  agement of the Center and human resources issues is the
  Executive Director, to whom report the Chief Financial
  Officer, the Chief Information Officer, Security, Human
  Resources, and Global Support. In addition, each branch of
  the CIA—Analytical, Technology, Professional, and Clandes-
  tine—has a director. The CIA also includes of an Office of
  General Counsel (for legal matters), an Office of Military
  Affairs (for military intelligence), and an Office of Public
  Affairs (for media relations, public policy, and employee
  communications issues).
  Below that level, the CIA operates much like any other
  multinational business. Where they differ most is in the
  position of “field officers”—the spies. Coordinated
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  through the Clandestine branch, each field officer is
  assigned to a different country where, theoretically, the
  field officer has a full working knowledge of the country
  and its culture. However, the field officer does not gener-
  ally collect data himself. Instead, he works to convince
  foreign citizens to do the work for him. Some, who believe
  in the field officer’s cause, willingly provide sensitive
  information and help undermine and destabilize hostile
  political parties. Others can be coerced into serving the
  CIA’s needs, though they tend to be far less reliable. In any
  event, the field officer makes every effort to cover his
  trail; espionage is a capital crime in many countries, and a
  field officer can expect to be tortured before being
  executed if he is caught spying.
  Bases of Operation
  The CIA is currently headquartered at the George
  Bush Center for Intelligence, in Langley, Vir-
  ginia, on the banks of the Potomac
  River—about a fifteen minute drive
  from downtown Washington, D.C.
  The Center has something of a
  campuslike atmosphere, with a
  food court, exercise facilities,
  a company store, barbershop,
  film processing, a museum,
  and a policy of casual dress.
  It also has electronically
  locked doors, security check-
  points, canine patrols, and
  armed guards.
  Because their mandate includes
  clandestine intelligence, the CIA’s bases
  of operation, aside from the George Bush
  Center, are well disguised. A field officer might
  coordinate his activities in a foreign country while working
  ostensibly as a clerk in a U.S. consulate. He might pose as a
  foreign correspondent working with an American news
  agency abroad. He might simply be an American with a for-
  eign residence. In any case, a field officer generally works
  from his home or a convenient cover location where the
  tools of his trade are carefully hidden. He generally makes
  sure his sensitive material can be easily packed into a car-
  rying case if he needs to leave in a hurry. (The goal of such
  a case, by the way, is not to transport the information out
  of the country; it merely serves to disguise the contents
  until the field officer can dispose of them.) Thus, a CIA base
  of operations might consist of a small office in an Ameri-
  can-owned company, an out-of-the-way desk in the U.S.
  consulate, or just the dining room table of an otherwise
  ordinary apartment.
  The truly unusual bases are the safe houses. A safe
  house is a place for an agent or one of his contacts to hide
  in case his activities become known and his safety is in
  doubt. Safe houses are usually disguised as abandoned
  buildings or innocuous houses. However, they generally
  include a well-provisioned concealed room, where an indi-
  vidual can remain in hiding until it is safe to leave. Some
  safe houses even include secret entrances so that neigh-
  bors don’t notice any unusual comings and goings.
  Resources
  The CIA is funded by the U.S. government, allowing it access
  to a wide array of resources and technology. Even the most
  cutting-edge technology is within its grasp, though in situa-
  tions where the safety of a U.S. citizen or the security of the
  United States is not a concern, the appropriations process
  can take a week or more. Typically, a CIA operative can
  immediately requisition a passenger vehicle, airline tickets,
  simple surveillance equipment (35mm cameras and digital
  audio recorders), and a handgun and ammunition without
  any particular red tape. Specialized vehicles, chartered
  flights, wire and telephone taps, and larger firearms or
  unusual ammunition require a supervisor’s authorization.
  Requisitions of equipment with a Purchase DC of 30 or
  more require the authorization of the Deputy Director.
  Items with a Purchase DC of 35 or higher require the author-
  ization of the Director, and the higher an
  item’s Purchase DC, the more likely the
  Director will get the President’s signa-
  ture as well.
  Involving the Heroes
  Technically speaking, the CIA’s
  jurisdiction only covers non-
  U.S. territories; they cannot
  legally operate within the
  United States. Therefore, in a
  realistic setting, for the heroes
  to encounter a CIA operative
  engaged in the pursuit of his
  duties, they should be in a country
  other than the United States. Even
  outside the U.S., though, a CIA agent
  isn’t likely to identify himself to the heroes
  and will probably offer a cover identity.
  If the heroes are to be opponents of the CIA—if part of
  the campaign involves rogue agents or uncovering corrup-
  tion in the Central Intelligence Agency—they can, of course,
  encounter the CIA wherever the Gamemaster deems fit. Per-
  haps a splinter faction of the CIA is working to seize control
  of the agency or to assassinate politically inconvenient
  politicians. The heroes most likely encounter a field officer
  first—or, rather, one of her contacts, who isn’t actually in the
  CIA—and catch the first faint glimmers of this conspiracy.
  Depending on the goals the GM has defined for his version
  of the CIA, this first contact might be gathering intelligence
  on the heroes and their activities, or actively trying to hurt
  or even kill one or more of the heroes. As the stakes get
  higher, this operative might call in specialized assistance: mil-
  itary officers charged with eliminating whatever threat the
  heroes pose to the CIA (see Shadow Company, described in
  the previous chapter). Ultimately, the heroes might discover
  that this conspiracy goes all the way up the chain of com-
  mand to the Office of the Director—perhaps even higher.
  This sort of internal conspiracy scenario is typical of dozens
  of espionage movies and usually resolves in the exposure of
  a secret plot to stage a coup against the CIA or the U.S. gov-
  ernment as a whole, perpetrated by fanatic revolutionaries
  with some sort of politically ambiguous cause.
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  A slightly more conventional depiction of the CIA might
  have the heroes joining the Clandestine branch to serve as a
  team of agents acting to protect the security of the United
  States. The CIA might recruit the heroes straight out of col-
  lege or from their existing jobs in other branches of the U.S.
  government or armed forces. The heroes’ mandate could be
  to gather intelligence in hostile territories, neutralize ter-
  rorist cells, or perhaps collect arcane artifacts whose exis-
  tence might threaten national security if they fell into the
  wrong hands. They could report to a field officer assigned
  to act as their liaison to the Agency and to provide them
  with equipment, transportation, and backup. The heroes
  could operate from a base in nearly any city in the world or
  remain mobile, traveling to a new country with each new
  assignment. They could also be the “good guys” in a cam-
  paign scenario such as the one described above—agents of
  the CIA who discover the internal plot against it by a rival
  faction of the organization. This sort of scenario lends itself
  well to campaigns where the players never know exactly
  whom they should trust, and so embrace the idea of relying
  on their own resources and initiative.
  Using the CIA
  The GM can use the CIA as either an ally for the heroes or
  as an opponent. Throughout its history, the CIA has cer-
  tainly fulfilled both roles in popular fiction.
  The CIA conducts surveillance on a variety of individuals
  for reasons often only they can fathom, and it’s reasonable
  to assume that, if the heroes are involved in any kind of
  extraordinary activities, the CIA would take an interest. If
  their activities make the news in any country, the CIA
  knows about them on some level or another.
  If the heroes work for some other organization, the CIA
  almost certainly will have a file on them. On the other hand,
  if the heroes are independent operators, the CIA might want
  to hire them occasionally to handle situations with which
  the CIA would prefer to maintain plausible deniability. In
  any case, when the CIA finally chooses to make contact,
  they will not do so blindly. Whoever approaches the heroes
  on the CIA’s behalf will have already reviewed their files and
  know exactly what to expect from them. She will also know
  how best to present herself to achieve the desired reaction.
  She will generally appear friendly (to get the heroes’ help),
  indifferent (to pique their curiosity), or hostile (to warn
  them not to mess with an organization that already knows
  everything about them).
  Learning About the CIA
  The heroes can learn more about the CIA with Gather
  Information, Knowledge (current events), Knowledge (his-
  tory) checks, or Research checks. The charts below repre-
  sent the amount of detail that the heroes can collect using
  each method. In each case, success at beating a DC grants
  that DC’s information and all the information provided by
  any lower DC results. GMs might what to award slightly
  more information than what is provided depending on how
  much a player’s roll exceeded a given DC. At the GM’s dis-
  cretion, other Knowledge skills might be used to reveal the
  same information.
  Gather Information
  Using Gather Information represents the information a char-
  acter can gain by asking around about the CIA and its activ-
  ities. The GM may want to assess a bonus or penalty
  depending on whom the hero asks, and how likely that
  person is to actually know anything substantial. (Question-
  ing a goat farmer in Nepal about the CIA’s activities isn’t
  going to dig up any dirt, no matter how good the skill check
  is.) If the CIA isn’t actually active in the area, the GM should
  apply a –5 circumstance penalty to the check, at least. As
  usual with Gather Information, there’s bound to be some
  editorializing on the part of the persons providing the info.
  DC 1: The CIA is the Central Intelligence Agency for the
  United States; they spy on other countries.
  DC 5: The CIA is behind a number of political coups and
  assassinations—even if no one can prove it.
  DC 10: The CIA has agents in countries everywhere. These
  agents pose as consulate workers or tourists, and take
  photos of sensitive areas or important people. Some Amer-
  ican news reporters spy for the CIA. The hero also learns the
  name of the current Director of the CIA.
  DC 15: The CIA uses dupes and traitors to get their infor-
  mation; that way, they can’t be caught doing the spying
  themselves.
  DC 20: The CIA often pries into the lives of private citi-
  zens working in sensitive areas, looking for a weakness they
  can exploit. The CIA then blackmails these people into
  spying for them.
  DC 25: After charged with spying on U.S. citizens and with
  attempting to overthrow foreign governments during the
  1970s, the CIA has made a concerted effort to act within the
  boundaries of its mandate.
  Knowledge (Current Events or History)
  Making a Knowledge (current events) or Knowledge (his-
  tory) check about the CIA represents what a character
  might have learned about the CIA through various media.
  Mostly this is in the form of allegations of current activities
  and the public history (including various inferences) of past
  activities.
  DC 1: The CIA is the Central Intelligence Agency for the
  United States; they spy on other countries.
  DC 5: The CIA is supposed to warn the U.S. government
  about possible threats to the United States, but they some-
  times fail to notice major plots in time to do anything
  about them.
  DC 10: The CIA is currently heavily involved with fight-
  ing the war on terrorism. (At this DC, the GM can also pro-
  vide information about any major CIA activity currently in
  the news.)
  DC 15: CIA operatives have been instrumental in interro-
  gating captured enemy soldiers. (At this DC, the GM can
  also provide information about any minor CIA activity cur-
  rently in the news, or updates on major CIA activities from
  the past month or so.)
  DC 20: The CIA has come under fire from the U.S. gov-
  ernment for not sorting through the information it gathers
  in a timely enough fashion. In truth, budget cutbacks have
  increased the amount of time it takes to filter information
  and recognize regional or global trends. However, the CIA
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  claims that they have not yet missed a critical threat. In fact,
  they argue that the legislature too often ignores warnings
  that the agency raises. (Also at this DC, the GM can also pro-
  vide information about any suspected CIA activity cur-
  rently in the news, updates on minor CIA activities from the
  past month or so, or updates on major CIA activities from
  the past year.)
  DC 25: At this DC, the GM can provide information about
  the activities of CIA officials currently in the news (whether
  it appears to relate to CIA business or not), updates on sus-
  pected CIA activities from the past month or so, updates on
  minor CIA activities from the past year or so, or updates
  on major CIA activities from the past five years.
  Research
  A Research check represents what the hero can find out
  about the CIA without any unusual amount of prior knowl-
  edge, obtained via online resources (including the CIA web
  page at www.cia.gov) and the reference desk in the local
  library. This sort of check gives a great deal of information
  about the general history and policies of the CIA, as well as
  some broad idea of their current activities (though the
  latter is mostly through inference).
  DC 1: The Central Intelligence Agency has hundreds of
  “field officers” located all over the world, keeping an eye on
  the United States’ security, by analyzing the political cli-
  mates in other countries.
  DC 5: The CIA does not officially carry out surveillance of
  U.S. citizens; they have to rely on the work of other agencies
  (such as the FBI or the NSA) if they information from inside
  the United States. However, rogue CIA operatives have
  been implicated in numerous conspiracies against American
  citizens over the years.
  DC 10: The CIA’s job during the Cold War was to monitor
  the development of nuclear weapons by other countries—
  particularly the Soviet Union and China—in order to give
  the U.S. ample warning if it looked like nuclear attack
  was impending.
  DC 15: After the Cold War ended, the CIA was in danger
  of being dissolved, under the assumption that the United
  States no longer needed to gather intelligence on “the
  enemy,” since the enemy (the Soviet Union) broke into a col-
  lection of smaller nations. The CIA responded by slashing
  jobs and cutting the funding from some of its more expen-
  sive surveillance technology projects.
  DC 20: Part of the reason why the U.S. government felt
  that the CIA was outmoded was that the CIA ate up a large
  part of the national budget but failed to spot a Soviet spy in
  their own office (former senior CIA counterintelligence offi-
  cial Aldrich Ames) until it was almost too late.
  DC 25: Adding fuel to the fire was the fact that the CIA
  had failed to predict a great many world changes of great
  interest to American national security, including the fall of
  Mikhael Gorbachev and the overthrow of the Shah of Iran.
  Making matters worse, news leaked that the CIA had
  funded arms sales to Iran and Nicaraguan rebels—despite
  laws and presidential orders forbidding them to do so. This
  led some to believe that the CIA was carrying out its own
  agendas of doing what was “best for America,” whether
  America wanted it or not.
  DC 30: The CIA has frequently suffered under Democra-
  tic presidents and flourished under Republican presidents.
  Presidents Carter and Clinton both limited the power and
  size of the CIA, while Presidents Reagan and Bush (Sr. and
  Jr.) increased funding to the CIA (or ensured the existing
  funding), or found reasons to expand the CIA’s operations.
  Members
  Central Intelligence Agency operatives fall into one of four
  categories, based on their role in the CIA:
  Analytical branch operatives are best represented by the
  Spy archetype.
  Technical branch CIA employees are best represented by
  the University or Fringe Scientist.
  Professionals can be Government Bureaucrats.
  Clandestine branch operatives can either use the Spy
  archetype or, for someone a bit more geared toward the CIA
  (instead of the intelligence community in general), the Field
  Officer presented below.
  Field Officer (Smart Hero 2/ Dedicated Hero 5/Charis-
  matic Hero 3/Infiltrator 1/Investigator 1): CR 12;
  Medium-size human; HD 2d6 plus 5d6 plus 3d6 plus 1d8 plus
  1d6; hp 46; Mas 11; Init +1; Spd 30 ft.; Defense 18, touch 18,
  flat-footed 17 (+1 Dex, +7 class); BAB +5; Grap +5; Atk +5
  melee (1d3 nonlethal, unarmed strike) or +5 melee (1d3 elec-
  tricity, stun gun); Full Atk +5 melee (1d3 nonlethal, unarmed
  strike) or +5 melee (1d3 electricity, stun gun) or +6 ranged
  (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Profile,
  sweep; AL CIA; SV Fort +5, Ref +7, Will +8; AP 6; Rep +1; Str 10,
  Dex 13, Con 11, Int 14, Wis 13, Cha 15.
  Occupation: Student (bonus class skills: Computer Use,
  Knowledge [current events], Research).
  Skills: Bluff +11, Computer Use +8, Decipher Script +7,
  Diplomacy +8, Disable Device +7, Disguise +8, Forgery +7,
  Gather Information +13, Hide +7, Investigate +19, Knowledge
  (current events) +15, Knowledge (technology) +9, Listen +7,
  Move Silently +7, Profession +5, Read/Write Arabic, Read/
  Write English, Read/Write Russian, Read/Write Language
  (any two), Research +6, Search +10, Sense Motive +9, Speak
  Arabic, Speak English, Speak Japanese, Speak Russian, Speak
  Language (any two).
  Feats: Attentive, Deceptive, Defensive Martial Arts,
  Dodge, Educated (Knowledge [current events] and Knowledge
  [technology]), Low Profile (×2), Mobility, Personal Firearms
  Proficiency, Simple Weapon Proficiency, Trustworthy.
  Talents (Smart Hero): Linguist.
  Talents (Dedicated Hero): Skill emphasis (Investigate),
  aware, cool under pressure (Computer Use, Disable Device,
  Hide, Move Silently).
  Talents (Charismatic Hero): Fast-talk.
  Possessions: Beretta 92F (9mm autoloader), 60 rounds
  of 9mm ammunition, stun gun, aluminum travel case (40
  lb. capacity), standard handbag, casual clothes, 35mm
  camera, digital camera, cell phone, notebook computer
  (with cellular modem), digital audio recorder, portable
  video camera, scanner, tap detector, fake ID, backpack,
  electro-optical binoculars, flashlight, various surveillance
  gear and personal possessions.
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  CRIMSON SCORPION
  Need a master villain with delusions of world conquest?
  Look no further!
  Agenda: Control the world.
  Structure: Ex-Soviet espionage organization.
  Symbol: A red scorpion set against a black background,
  usually centered in a red circle.
  Most Common Allegiance: Crimson Scorpion.
  Requisition Limit: 45 (licensed, military) 
  Overview
  Crimson Scorpion was created by the Soviet Union at the
  infancy of the Cold War. This super-secret agency seeded
  discontent and promoted communism and uprisings among
  the proletariat in foreign nations. If violent revolt seemed
  unlikely, Crimson Scorpion was to support the cause of
  greater socialism, as it was thought that a relatively stable
  socialist country would be likely to move toward commu-
  nism once Crimson Scorpion instigated instability and class
  conflict. Weaker nations would require Soviet protection,
  and young, post-revolution nations would seek Soviet aid in
  establishing their government and policies. Eventually, the
  world would consist only of communist states, all allied
  with or subservient to the Soviet Union. Resistant countries
  would eventually fall to economic pressure and the
  demands of their people to join the communist utopia. At
  least, that was the plan.
  In the 1980s, the Cold War came to a halt. Soviet com-
  munism lost the last shreds of its reputation for efficiency,
  fairness, and scientific advancement. The glory of Sputnik
  was ancient history. The world’s vision of communism now
  centered on images of people standing in six-hour-long
  lines for bread and toilet paper. States declared independ-
  ence, the Berlin Wall fell, and the Soviet Union collapsed.
  During this period, Crimson Scorpion was dissolved.
  Some sold their allegiance to China and other foreign
  powers. Others gathered up what espionage and military
  equipment they could and became black marketeers. Oper-
  atives in foreign nations permanently adopted their cover
  identities, becoming the ordinary citizens they always pre-
  tended to be. Some domestic agents used their connections
  to government officials and commercial institutions to
  become mob bosses in the new capitalist Russia. Many
  others simply found themselves without jobs or prospects;
  they became street sweepers, factory workers, or a part of
  the growing number of unemployed and homeless people.
  Goods and commodities were now readily available, but
  inflation was so high that no one could afford to buy them.
  If the communist dictatorship was a failure, to many the
  capitalistic democracy seemed like a disaster. Denied the
  glory of a world united by communism, some former mem-
  bers of Crimson Scorpion clung to their ideals and to one
  another. From among these people rose a leader—Josef
  Ukekov—who not only espoused the ideal of a worldwide
  communist revolution but also offered a plan to bring it
  about in less than a generation.
  During the Cold War, Ukekov worked as a strategist
  assigned to collate the information provided by Crimson
  Scorpion (and other Soviet intelligence organizations) and
  propose plans for action for the Soviet leadership to con-
  sider. Ukekov earned his place by demonstrating a strategic
  brilliance and an aptitude for quick thinking. However, the
  Soviet leadership considered him someone who needed to
  be watched constantly because, brilliant as he was, Ukekov’s
  intelligence was eclipsed by his remorseless amorality.
  When given a goal, he could be relied upon to create a fea-
  sible plan that quickly achieved the leadership’s aims. How-
  ever, Ukekov’s plans often had unacceptable collateral
  consequences. To Ukekov, human beings were expendable
  resources, and his plans frequently called for massive casu-
  alties—for both the Soviets and the enemy—in order to
  achieve decisive victory.
  Even when Crimson Scorpion was dissolved, Ukekov
  refused to give up his mission. Plotting the creation of a
  global communist regime was his sole reason for living, and
  he planned to live a very long time. As his department was
  shut down, Ukekov stole as much foreign intelligence and
  classified information as he could. He sold his purloined
  secrets to foreign governments, criminal organizations, and
  capitalist investors, generating huge sums of cash with each
  sale. Trained in the craft of espionage, Ukekov made certain
  the buyers never knew his name and face. Then Ukekov set
  the second stage of his plan in motion: rebuilding Crimson
  Scorpion, this time as a privately funded organization. 
  Ukekov first contacted the former Crimson Scorpion
  members who most fanatically believed in their agency’s
  goal. To these core people he explained the details of the
  Iron Web and Cold Over Bear projects (see below), punctu-
  ating his presentation with slogans and symbolism harken-
  ing back to the height of the Soviet Union. Only two people
  resisted Ukekov’s temptations and the peer pressure of the
  group. When it became clear they could not be convinced,
  Ukekov shot them dead. He calmly explained to his now
  panicked audience that the new Crimson Scorpion did not
  have room for any disloyalty or dissention; if knowledge
  about his plans leaked to the outside world, they would all
  become targets of assassins in the employ of the capitalist
  governments. Anyone they could no longer trust com-
  pletely had to be killed—there were no two ways about it.
  Ukekov then had his new elite corps contact the most
  disenfranchised former members of the Crimson Scorpion—
  those who were jobless and penniless or who survived
  through petty crime. They leapt at the opportunity to join
  the new Crimson Scorpion, happily agreeing to the need for
  absolute secrecy. They felt betrayed by their former gov-
  ernment and were thrilled to join a group that would one
  day make them the leaders of the world. 
  With this base, Ukekov could reasonably claim that Crim-
  son Scorpion was active again. He contacted more former
  members—spies in foreign nations, black marketeers, arms
  dealers, crime lords—and played on their old loyalties. In a
  matter of months, the fledgling organization had an inter-
  national network of agents that rivaled those of China and
  the United States.
  Ukekov’s goal is to establish a single worldwide govern-
  ment. He has promised the members of Crimson Scorpion
  that they will be part of the ruling elite who will relieve the
  world’s suffering by evenly distributing resources, providing
  free education, instituting a program for population and
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  environmental damage control, and instituting a regime of
  worldwide socialism. Ukekov’s rhetoric plays to their odd
  combination of greed and idealism, their hatred of the fail-
  ures of communism, and their fears of capitalism. He pro-
  vides the members of Crimson Scorpion with all the
  motivation they need to carry the fight forward. 
  In truth, Ukekov cares little about the form the world gov-
  ernment takes—he doesn’t even desire to rule it (although
  ruling the world would be a nice capstone to his achieve-
  ments). Ukekov understands that in the infancy of a brave
  new world, no ruler will be able to hold power for long. It
  will take decades of relative peace and stability before any
  top official can realistically claim rulership of the globe. 
  What Ukekov desires is everlasting fame. He
  wants to be known throughout history as
  the man who created the united world
  government. Ukekov believes this
  will make him the most famous
  (and infamous) person in all his-
  tory, if not Time’s Man of the
  Year. Having others see him as
  a demigod is the ultimate
  goal that drives Josef Ukekov.
  Ukekov’s goal relies on
  three separate initiatives—
  Project Iron Web, Project
  Cold Over Bear, and Project
  Bygone—and different parts of
  the Crimson Scorpion currently
  pursue these plans independently.
  In fact, only a few members of Crim-
  son Scorpion are aware of all three plans
  (and only Ukekov’s inner circle have even heard of
  Project Bygone). In fact, many Crimson Scorpion agents are
  unaware of the implications of the missions they undertake.
  They simply place absolute trust in Ukekov and his vision.
  Project Iron Web: Project Iron Web targets dictatorships
  and monarchies worldwide. Crimson Scorpion seeks to gain
  control of these countries by becoming the “power behind
  the throne.” Any means are acceptable—blackmail, kidnap-
  ping, bribery, extortion, economic strong-arming—as long as
  the result is that the people in charge feel utterly beholden to
  the Crimson Scorpion. Once control is established, Ukekov
  can have these countries begin to create close political unions
  with their neighbors, eventually eschewing their sovereignty
  to create a single nation-state. Such a mega-nation—particu-
  larly one composed of former Middle East countries—could
  eventually rival the U.S. in power and influence. 
  Project Iron Web specifically avoids dealing with global
  democracies and republics. Democratic states cycle through
  representatives too quickly for Crimson Scorpion to gain
  long-term control over the government. However, the proj-
  ect does involve blackmailing and otherwise coercing gov-
  ernment officials to support individual UN initiatives that
  lower or eliminate restrictions on international trade. These
  efforts are taken to facilitate the development of Project
  Cold Over Bear. 
  Project Cold Over Bear: Project Cold Over Bear begins
  with the acquisition of at least twenty-five nuclear war-
  heads or biological weapons of mass destruction. Of course,
  acquiring such an arsenal is a task beyond most countries,
  let alone a resurrected espionage agency from a defunct
  government. Yet Crimson Scorpion has already acquired
  three small nuclear weapons, and they have a line on at
  least five more.
  Once enough weapons are acquired, they would be
  placed in the capitals and other major cities of all countries
  that currently have military nuclear capability. Without
  warning or preamble, one of the bombs would be deto-
  nated, doubtlessly killing millions of innocent people. One
  minute later, all the targeted countries would receive the
  following demand from Crimson Scorpion: “Surrender con-
  trol over all your weapons of mass destruction or we will
  detonate an identical bomb somewhere in your
  territory.” The message will include the
  method for compliance. Ukekov is
  completely serious about his threat,
  and the Crimson Scorpion will
  follow his orders to the letter.
  If any non-nuclear country
  threatens to become involved,
  they would receive a similar
  threat: “Stand down or your
  country will be the target of
  a nuclear missile.” 
  Once the Crimson Scorpion
  has control of all the world’s
  weapons of mass destruction,
  Ukekov will begin a campaign to
  unite the world like the conquerors
  of old—through a bloody war of con-
  quest. He is willing to pit his tactical genius
  against the forces of every nation in the world. Fur-
  thermore, Ukekov is confident that without the crutch of
  nuclear supremacy, the people of the world will not have the
  stomach to stand up to him for long (especially once it
  becomes clear that the Crimson Scorpion is rebuilding and
  improving the lands it conquers). He believes that once he has
  conquered roughly thirty percent of the globe, the rest of the
  nations will surrender without a fight. 
  Project Bygone: Ukekov’s most insane plan, and the one
  he has shared with only his most trusted followers, is the
  one he intends to implement when Project Cold Over Bear
  fails. Ukekov has little confidence that his other plans will
  succeed; however, he cannot get the Crimson Scorpion
  members to accept Project Bygone as a primary plan. Once
  the war for conquest begins, though, he believes they will
  accept Project Bygone as the only means to avoid a repeat
  of their Cold War defeat. 
  When victory over the armies of the world proves impos-
  sible, Ukekov will order all the bombs at his disposal to be
  detonated, setting off worldwide nuclear armageddon.
  When the bombs go off, the Crimson Scorpion will then go
  underground (literally and figuratively) for ten years. During
  that time, Ukekov predicts that the nations of the world will
  wage relentless war against one another, each blaming some
  former enemy for the horrors that have been visited upon
  them. When the Crimson Scorpion returns, the armies of
  the world will be weary, over extended, and unprepared to
  face a wholly fresh and fully equipped fighting force. Most
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  countries will surrender immediately, but those that don’t
  will fall quickly. Then the rebuilding process can begin.
  Based on intelligence reports in his possession, Ukekov
  believes that project Bygone will kill only eighty-three per-
  cent of the human race, leaving nearly 1.75 billion people
  still alive. Even factoring in heavy casualties during the ten
  years of global war, his new empire would still have more
  than one hundred times more subjects than Alexander the
  Great ruled, and Ukekov would hold dominion over literally
  the entire world.
  Structure
  The current Crimson Scorpion has essentially the same organ-
  ization that it did in its first incarnation. Ukekov leads the
  Crimson Scorpion, his first recruits form the next tier of lead-
  ership, and the other members of the Crimson Scorpion are
  regular agents who might temporarily find themselves ele-
  vated to positions of team leaders for specific assignments. In
  addition to its dedicated agents, many people around the
  world unknowingly serve Crimson Scorpion. These people are
  members of legitimate and illicit businesses started by Crim-
  son Scorpion members, and there is no obvious connection
  between them and Ukekov’s organization.
  Crimson Scorpion agents use a bizarre conglomeration of
  old-fashioned espionage and cutting-edge technology.
  Some agents seem like throwbacks to Cold War era spies,
  dressed in trenchcoats and greeting one another with code
  phrases, while others are indistinguishable from corporate
  executives, performing their work on secure computer ter-
  minals and passing messages through encoded email.
  Ukekov knows that Crimson Scorpion requires secrecy,
  now more than ever. Unlike in its first incarnation, the
  organization does not have the protection of a nuclear
  superpower—if their plans are discovered, the entire world
  will unite against Crimson Scorpion. To help alleviate this
  pressure and deal with small information leaks, Ukekov
  maintains small criminal organizations and businesses on
  which he can shift the blame for any botched assignments.
  In addition, Ukekov closely monitors his agents. He knows
  every member’s face and voice and has memorized volumes
  of information about their families and histories. He knows
  their personality quirks, flaws, and secret desires. This
  knowledge gives Ukekov tremendous power over every
  individual Crimson Scorpion agent—he can tailor his
  approach during any interaction to take advantage of the
  individual’s biases and goals.
  Bases of Operation
  Crimson Scorpion is spread across the globe. Each agent
  forms temporary bases depending on his or her assign-
  ments, so it could be said that Crimson Scorpion has thou-
  sands of bases that can be found in every major city in
  world. Of course, Crimson Scorpion also has a permanent
  base beneath the streets of St. Petersburg, Russia. The
  bomb-shelter base was under construction for use by the
  Crimson Scorpion when the agency was initially disbanded.
  Ukekov made certain that official records indicated that the
  base had been dismantled and filled in with cement but
  used his own money to complete the construction. When
  the base was finished, Ukekov offered the construction
  workers the opportunity to join Crimson Scorpion. Those
  who agreed now work in the base they built beneath St.
  Petersburg; those who declined lay in unmarked graves
  beneath their former coworkers’ feet.
  The Crimson Scorpion’s main base is an expansive warren
  of tunnels outside of St. Petersburg. Protected from nuclear,
  biological, and chemical attack, the base is built to allow
  both survival and comfort in the wake of a cataclysmic
  event. In addition to barracks, bunkers, hospitals, computer
  bays, and communication centers, the base has swimming
  pools, restaurants, shops, and luxury living quarters. At
  Ukekov’s order, the base can be sealed off, all entrances
  locking down completely, and a thousand or more residents
  could live here for more than twenty years without ever
  needing to go to the surface for rations or supplies.
  Resources
  Although no longer supported by a government, Crimson
  Scorpion has more funding than it ever had under the aus-
  pices of the Soviet Union. This money comes from the dif-
  ferent criminal organizations and business ventures its
  agents control, as well as the brisk business Josef Ukekov
  still does selling the fruits of his organization’s espionage.
  Most of this money goes directly to maintaining, equipping,
  and expanding the Crimson Scorpion base near St. Peters-
  burg. Other money is used to bribe government officials and
  set up more shell organizations through which the Crimson
  Scorpion can further infiltrate the cultures of the world. 
  As a socialistic organization, all agents are supported
  completely by the organization. Although they do not draw
  salaries as such, Crimson Scorpion pays for their homes,
  food, entertainment, and miscellaneous expenses. The only
  exceptions to this are Crimson Scorpion agents who work
  deep undercover in various countries around the world—
  they are expected to arrange cover identities that generate
  sufficient funds to cover their cost of living. What money
  these agents receive from Crimson Scorpion allows them to
  cover the costs associated with specific assignments.
  Agents of Crimson Scorpion can attempt to requisition
  anything they need as long as it pertains to their mission.
  Unexpected or unusual requisitions are often denied and
  always investigated thoroughly, and any agent found to be
  embezzling is quietly executed. Crimson Scorpion stockpiles
  military equipment and can gather many other items
  quickly and cheaply through the black markets it operates.
  If a distant agent requisitions an important item for a mis-
  sion, Crimson Scorpion will fulfill the need through local
  criminal networks and agents, if possible.
  Involving the Heroes
  Heroes are unlikely to join Crimson Scorpion, but they
  might unwittingly serve the organization’s ends. A client
  who hires the heroes might secretly be a Crimson Scorpion
  agent, or a company the heroes do business with might turn
  out to be a shell corporation set up by Josef Ukekov.
  It is more likely that the heroes will oppose Crimson
  Scorpion. Of course, given the secrecy surrounding the
  agency, the heroes could spend months or years fighting
  plots launched by the organization before they ever hear
  the name “Crimson Scorpion.” Once they learn of Ukekov’s
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  ultimate plans, though, the heroes will have all the reason
  they need to put down the organization. A hero’s friend or
  family member might have been wounded or killed by one
  of Crimson Scorpion’s many subordinate criminal organiza-
  tions. A hero might know Crimson Scorpion as a foe due to
  its old incarnation as a tool for spreading communism.
  Using the Crimson Scorpion
  Crimson Scorpion can be involved in many adventures
  before the heroes actually learn about the existence of this
  secret organization attempting to gain control of the world.
  The heroes might have many confrontations with Crimson
  Scorpion’s criminal organizations. They could become
  entangled in political corruption fomented by one of its
  agents. The heroes might find themselves thwarting a Crim-
  son Scorpion plot to add nuclear weapons to its growing
  stockpile. Once they learn of Ukekov’s mad plans, Crimson
  Scorpion will likely become the focus of their adventures
  until they manage to locate, infiltrate, and destroy Ukekov’s
  base near St. Petersburg. Even then, with agents spread
  across the world, the heroes will never be certain that Crim-
  son Scorpion has been quashed permanently.
  Learning About Crimson Scorpion
  There are few ways the heroes can gain reliable information
  about the Crimson Scorpion. What information their gov-
  ernment has available about the group is probably classi-
  fied. The following charts present information that is
  available only if the heroes specifically ask about Crimson
  Scorpion. In each case, success at beating a DC grants that
  DC’s information and all the information provided by any
  lower DC results. GMs might what to award slightly more
  information than what is provided depending on how much
  a player’s roll exceeded a given DC. At the GM’s discretion,
  other Knowledge skills might be used to reveal the same
  information.
  Bluff, Diplomacy, and Intimidate
  Heroes can not gain information about Crimson Scorpion by
  using the Gather Information skill, only by speaking with a
  specific individual who has information (such as a govern-
  ment agent who fought Crimson Scorpion during the Cold
  War). Talking with a captured member of Crimson Scorpion
  could also reveal secrets. The GM should adjust the DCs
  based upon the tactics the players use and how likely a
  character is to talk. If she is an agent of Crimson Scorpion,
  the GM should raise the DCs by 5 or more. Remember,
  though, that even if a Crimson Scorpion agent is convinced
  or coerced into talking, she probably knows little more than
  what is required for her specific assignment. In fact, Ukekov
  often provides agents with misleading or false information
  so that they will cause as little harm to the organization as
  possible in the event of their capture or torture.
  DC 20: Crimson Scorpion was a secret Soviet organiza-
  tion tasked with spreading communism and inciting revolts
  against capitalistic governments. It was disbanded shortly
  after the fall of the Berlin Wall. It’s as dead as Stalin.
  DC 25: It’s rumored that the organization reformed a
  few years later, but the Russian government disavows all
  knowledge of this. That’s not surprising; they don’t acknowl-
  edge that Crimson Scorpion ever existed.
  DC 30: If Crimson Scorpion did reform, the Russian gov-
  ernment certainly isn’t responsible or connected in any
  way—they no longer have the ability to hide such massive
  resources. It’s likely that the organization is connected to
  the criminal organizations that have sprung up in the after-
  math of Russia’s switch to capitalism. 
  DC 35: The old Crimson Scorpion had field agents spread
  across the globe. If this new Crimson Scorpion has access to
  the old network of agents, the organization is a force to be
  reckoned with. With the resources coming from criminal
  cartels and agents trained during the height of the Cold
  War, the group could easily take control of several third-
  world countries right now.
  DC 40: Crimson Scorpion was tasked with the spread of
  communism, but its ultimate goal was to place the entire
  world under Soviet control. The organization was designed
  for world domination; its agents were brainwashed into
  believing in that ideal. If Crimson Scorpion has a goal that
  overrides putting money in its members’ pockets, world
  domination must be at the top of the list.
  Research
  Making this check represents what information a hero can
  gain about the Crimson Scorpion through research in top-
  secret government files. Simply going to the library or
  searching on the Internet has no chance of success.
  DC 15: Crimson Scorpion was a secret Soviet organization
  that was supposed to convert countries to communism and
  eventually put them under Soviet control. It was shut down
  after the fall of the Berlin Wall. Much of the Soviets’ infor-
  mation about the Crimson Scorpion and its activities was
  lost or stolen shortly after the group was disbanded. 
  DC 20: The few known Crimson Scorpion agents disap-
  peared in rapid succession during the late 1990s. Reports of
  kidnappings, immolations, and industrial accidents may have
  been falsified, suggesting that some of these supposedly
  dead individuals may still be alive.
  DC 25: Crimson Scorpion does still exist, but the Russians
  have nothing to do with it. Although in top-secret discus-
  sions they have admitted that Crimson Scorpion was once a
  Soviet espionage group, common sense says that such a
  group no longer serves the Russian cause. U.S. intelligence
  believes that the group is now independently financed, with
  some ties to organized crime worldwide.
  DC 30: Crimson Scorpion was tasked with the spread of
  communism, but its ultimate goal was to place the entire
  world under Soviet control. Its agents were brainwashed
  into believing in that ideal. If Crimson Scorpion has a goal
  that overrides putting money in its members’ pockets,
  world domination must be at the top of their list.
  DC 35: The name Ukekov turns up in various documents
  referencing Crimson Scorpion. In Russian files, the only
  Ukekov associated with the organization was a strategist
  named Josef Ukekov. The documents, however, seem to
  indicate that this man was not highly regarded by the Krem-
  lin. The whereabouts of Josef Ukekov are unknown, but
  most Crimson Scorpion agents assumed new identities after
  the organization was disbanded.
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  DC 40: It’s said Crimson Scorpion still has a secret base
  somewhere in Russia. The Russians have searched all aban-
  doned bomb shelters and bases but found no trace of Crim-
  son Scorpion. Regardless, the lion’s share of Crimson
  Scorpion’s resources can be traced to St. Petersburg, Russia.
  Members
  Crimson Scorpion agents, for the most part, are spies
  whose careers date back to before the collapse of the
  Soviet Union. Although new agents are brought in when
  possible, few people these days have the ideological
  strength to be trusted with the organization’s secrets. Total
  membership numbers just over 2,000 people worldwide,
  and about half of them reside and work in the Crimson
  Scorpion’s secret base. The rest are agents living and work-
  ing deep undercover in countries around the world.
  Countless other people work for businesses, criminal
  organizations, and special interest groups that are un-
  knowingly sponsored by Crimson Scorpion. They do the
  agency’s bidding without knowing it and unwittingly help
  to bring about the demise of everything they hold dear.
  Members remain loyal to Crimson Scorpion for one
  reason—Joseph Ukekov’s vision. Charismatic and shrewd,
  Ukekov represents different things to different people.
  To one agent he is a friend and comrade. To another, he
  is a stern father. To yet another, he is a distant godlike
  figure of authority. Despite the many faces he wears,
  Ukekov is at his core cold and calculating. No energy is
  wasted, everyone and everything around him is merely a
  resource to be used at the proper time, and he makes few
  mistakes with his resources. Everything Ukekov does is a
  step toward his ultimate goal of being the man who
  unites the world.
  Chapter Eight: Friends and Foes in the d20 Modern
  Roleplaying Game presents many ordinary characters
  who can serve as Crimson Scorpion agents. Drug dealers,
  terrorists, criminals, gang leaders, police officers, thugs,
  and bounty hunters all make excellent Crimson Scorpion
  operatives. Politicians and dilettantes make good spies
  for Crimson Scorpion, and mechanics and crime lab
  technicians could be useful as agents who work at a
  home base.
  Ukekov also employs bear moreaus as shock troops and
  bodyguards. These genetically engineered supersoldiers
  are created in Crimson Scorpion laboratories within the
  organization’s ultrasecret installation near St. Petersburg.
  Ukekov plans to create an army of bear moreaus to help
  crush enemy forces that survive Operation Bygone.
  Sample Members
  Presented below is a Crimson Scorpion sniper. Although
  low-level, the equipment and training provided by Crimson
  Scorpion makes this GM hero quite deadly. Hiding carefully
  and using a suppressor to silently fire from long range, this
  character could easily kill an unlucky party of heroes several
  levels higher. A group of snipers firing from inaccessible
  positions could easily be the death of even a high-level
  group of heroes. Fortunately for the heroes, Crimson Scor-
  pion won’t resort to such obvious assassination unless more
  subtle attempts to eliminate the heroes fail. 
  Crimson Scorpion Low-Level Sniper (Strong Hero 3): CR
  3; Medium-size human; HD 3d8+3; hp 17; Mas 12; Init +4; Spd
  30 ft.; Defense 16, touch 16, flat-footed 12 (+4 Dex, +2 class);
  BAB +3; Grap +5; Atk +5 melee (1d3+4 nonlethal, unarmed
  strike) or +5 melee (1d6+4, rifle butt); Full Atk +5 melee
  (1d3+4 nonlethal, unarmed strike) or +5 melee (1d6+4, rifle
  butt) or +4 ranged (2d12, Barrett Light Fifty with suppressor),
  or +3 ranged (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach
  5 ft; AL Crimson Scorpion, evil; SV Fort +3, Ref +5, Will +4;
  AP 1; Rep +0; Str 14, Dex 18, Con 12, Int 14, Wis 16, Cha 8.
  Occupation: Criminal (bonus class skills: Hide, Move
  Silently).
  Skills: Climb +4, Hide +22*, Jump +6, Move Silently +6**,
  Spot +6, Swim +6.
  Feats: Advanced Firearms Proficiency, Dead Aim, Far Shot,
  Personal Firearms Proficiency, Simple Weapons Proficiency,
  Weapon Focus (Barret Light Fifty). 
  Talents (Strong Hero): Melee smash, improved melee
  smash.
  Possessions: Barrett Light Fifty (.50 sniper rifle), 3 boxes
  of 11 rounds of .50 caliber ammunition, suppressor, electro-
  optical scope, 4 tear gas grenades, gas mask, fatigues, ghillie
  suit, various gear and personal possessions.
  *Includes +10 bonus for ghillie suit and +2 bonus for
  fatigues.
  **Includes –4 penalty for ghillie suit.
  Presented below is a typical Crimson Scorpion bear moreau
  supersoldier. Heroes who threaten Ukekov’s plans might
  come face to face with a strike team of bear moreau super-
  soldiers. These soldiers also serve as guards in Ukekov’s
  secret headquarters near St. Petersburg.
  Crimson Scorpion Supersoldier (Moderate Bear Moreau
  Strong Hero 5/Tough Hero 5): CR 10; Medium-size
  humanoid; HD 5d8+15 plus 5d10+15; hp 80; Mas 17; Init +0;
  Spd 25 ft.; Defense 22, touch 16, flat-footed 22 (+6 class, +6
  tactical vest); BAB +8; Grap +12; Atk +12 melee (1d6+7, claw);
  Full Atk +12 melee (1d6+7, 2 claws) or +12/+7 melee (1d6+7,
  rifle butt) or +8/+3 ranged (2d8, Steyr AUG) or +9/+4 ranged
  (2d6, Glock 20) or +8 ranged (4d6, fragmentation grenade) or
  +8 ranged (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach
  5 ft; SQ poor vision; AL Crimson Scorpion, evil; SV Fort +9,
  Ref +2, Will +1; AP 5; Rep +2; Str 18, Dex 11, Con 17, Int 10, Wis
  8, Cha 10.
  Occupation: Military (bonus class skills: Pilot, Survival).
  Skills: Climb +4*, Drive +5, Intimidate +3, Jump +3*, Pilot
  +3, Repair +4, Survival +3, Swim +6**.
  Feats: Armor Proficiency (light, medium), Cleave, Great
  Cleave, Personal Firearms Proficiency, Point Blank Shot,
  Power Attack, Simple Weapons Proficiency, Vehicle Expert.
  Talents (Strong Hero): Melee smash, improved melee
  smash, advanced melee smash.
  Talents (Tough Hero): Damage reduction 3/–.
  Poor Vision (Ex): Bear moreaus have bad eyesight. They
  take a –2 penalty on Spot checks and take a –4 penalty on
  ranged attacks for each range increment (instead of the
  normal –2 penalty).
  Possessions: Tactical vest, Steyr AUG (5.56mm assault
  rifle) with laser sight, 300 rounds of 5.56mm ammunition,
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  Glock 20 (9mm autoloader), 60 rounds of 9mm ammunition,
  3 fragmentation grenades, 3 tear gas grenades, gas mask,
  rangefinding binoculars, flash goggles.
  *Includes –5 penalty for tactical vest.
  **Includes –2 penalty for the weight of the tactical vest.
  CRYPTONAUTS, THE
  Once an innocent gathering of computer and comics nerds,
  the Cryptonauts have metamorphosed into an international
  fraternity of hackers and code breakers with members of
  every race, religion, and creed. This fiendishly clever broth-
  erhood spreads chaos and digital unrest through cyber-
  space, using computers and code as their preferred weapons
  of choice.
  Agenda: Protect hackers and code breakers from detec-
  tion and prosecution. Promote greater system security and
  awareness of the danger of computer hacking by commit-
  ting acts of computer terrorism. 
  Structure: Secret fraternity organized in small local cells.
  Symbol:The number 83.798 (the atomic weight of krypton).
  Most Common Allegiance: Cryptonauts.
  Requisition Limit: 20 licensed or military (all
  illegal; see Resources)
  Overview
  At its genesis, the Cryptonauts
  existed only as a Stanford Univer-
  sity computer club. Founded in
  1989 by a group of computer game and comic
  book enthusiasts, the CompuComics Club pro-
  vided a way for like-minded individuals to meet and make
  friends. Unfortunately for those legitimately interested in
  social interaction, fully half of the twenty-four members
  joined the club to share information about how to fix
  grades and break into various computer systems. Like many
  hackers, the CompuComics members first hacked without
  any real reason or driving goal. Their illegal endeavors were
  simply part of “the game,” with each member striving to
  outdo the others.
  Two semesters after the club’s foundation, one of its
  members managed to shut down the local telephone net-
  work for three days. When the service interruption was
  traced back to the club, it wasn’t long before federal inves-
  tigators unearthed other activities involving members of
  CompuComics. The club was dissolved, several club mem-
  bers were arrested, and most of the remaining members
  were placed on probation.
  Five hackers had hidden their identities and activities
  well enough to go undiscovered and banded together to aid
  their friends. Although the authorities had a watchful eye
  out for further electronic tampering in this case, the stu-
  dents still managed to crack court records and Department
  of Justice files. They even managed to erase records of the
  phone system tampering, exploiting the same weaknesses
  that allowed their compatriot to shut down the network in
  the first place. Within a few days, they destroyed or invali-
  dated most of the evidence of the CompuComics member’s
  activities. Most cases were dropped, and those who were
  convicted received light sentences of public service and
  moderate fines. “Anonymous donations” gathered by Com-
  puComics members through credit fraud soon covered the
  cost of the fines.
  Flushed with a sense of power, but more wary of being
  caught, the twelve stayed away from one another but
  vowed to keep in touch. They communicated via email in
  code, using a shared vocabulary of comics and computer
  game references to hide their meanings and intentions. At
  some point in these communications, the term “Cryptonaut”
  was coined. 
  The word is a strange conglomeration of ideas. It refers to
  the members’ use of cryptography programs, makes refer-
  ence to how the Cryptonauts think of themselves as astro-
  nauts exploring cyberspace, and obliquely alludes to
  kryptonite, the comic book hero Superman’s only weakness.
  The Cryptonauts saw themselves as collective “Supermen”
  protecting society from all manner of electronic danger.
  This kind of layered meaning remains common in Crypto-
  naut code phrases to this day.
  The badge of honor for being involved in such a water-
  shed electronic event, mutual interests, and peer pressure
  backed by the unspoken threat of blackmail
  kept the Cryptonauts together despite the
  group’s official dissolution. To further
  ensure their safety, they developed and
  shared new means of cloaking
  their hacking attempts and
  protecting their own comput-
  ers and networks. In time, they
  trded their knowledge to others who
  shared their contempt of authority and
  love of hacking.
  The group has long since outstripped its founders’
  ability to control or monitor its every action, but cautions
  or commands from the original twelve still hold great sway
  over the rest. Of the original twelve, called the “Founders”
  by newer members, only four regularly make appearances in
  the forums that the Cryptonauts use to communicate with
  one another: Myxzpt1k, Bizzarr0, Gen.Z0d, and Br41n14c.
  These four, whose hacking abilities are legendary, often
  make appearances in debates about the morality and pur-
  pose of computer terrorism, attempting to guide the Cryp-
  tonauts toward the ideals they share. At times, they order or
  carry out the “execution” of Cryptonaut hackers who go
  beyond what they consider the boundaries of appropriate
  hacking. Execution takes the form of targeted computer
  viruses and evidence trails that lead authorities to the
  offending hacker. Members that abide by the Cryptonaut
  Code need not fear these repercussions and can gain hack-
  ing knowledge and computer security that far outstrips
  what they could normally gather on their own.
  The Cryptonaut Code is made up of three simple maxims
  created by the Founders:
  Hacking should hurt pocketbooks, not people. This is
  held by most Cryptonauts to be the most important part of
  the Cryptonaut Code, but even the Founders interpret this
  maxim liberally. Cryptonauts are accepting, if not pleased
  with, instances when the unforeseen consequences of hack-
  ing a system result in harm to or death of people, but hack-
  ing a system to purposefully kill or maim is unforgivable.
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  The classic example is that of the Founder who brought
  down the local phone service. During those three days, sev-
  eral people died for lack of emergency medical care
  because no one could call an ambulance. This result was
  unintentional and forgivable, whereas hacking an air control
  tower with the intent of crashing planes would be a direct
  violation of the Code.
  Hack to create awareness, not just to pull pranks.
  This maxim also receives liberal interpretation. While some
  Cryptonauts hack only to post evidence of backdoors, loop-
  holes, and viruses they find (and thereby increase awareness
  of security problems), others hack purely for personal gain
  or fun. Those without altruistic goals justify their hacking in
  various ways. Many who hack for fun often alter websites
  and databases to promote some political agenda. Those
  who hack for credit fraud and fund shifting claim they are
  identifying security issues in such a way that their victims
  have no choice but to fix the problem immediately. If vic-
  tims don’t recognize that they have been hacked or fail to
  take the appropriate measures to prevent it, they need to be
  victimized again for their own good.
  A hacker in need is a friend indeed. This maxim serves
  as a recruiting statement and pledge of allegiance. The
  Cryptonauts gain new members by saving skilled hackers
  from prosecution. When Cryptonauts find a good hacker
  who is in, or is about to be in, trouble with the law, they
  come to the rescue by removing or altering evidence of the
  hacker’s activities. When things have cooled off for their
  possible member, a Cryptonaut message appears on a com-
  puter the hacker is using. This message offers membership in
  the Cryptonauts in exchange for sharing new hacking and
  cryptography discoveries. Those who decline are left to
  their own devices—the Cryptonauts have no interest in
  coercing hackers to join their organization. The only excep-
  tion is if a candidate threatens to expose the Cryptonauts;
  such threats result in new “incriminating evidence” being
  delivered to the police (or the hacker’s enemies). The maxim
  also serves to remind Cryptonauts to help one another.
  Their organization exists because each member gives as well
  as takes from the information pool they share. 
  Once brought within the Cryptonaut fold, a member can
  expect to be introduced to hundreds of hackers from around
  the world. Many more will be invisible to the new member
  as the more paranoid Cryptonauts tend to lurk in the discus-
  sions until they are certain that everyone involved is deserv-
  ing of their personal trust. Secret websites, coded forums,
  and encrypted instant messaging programs form the main
  means by which Cryptonauts keep in contact and exchange
  ideas, tips, and tricks. Particularly important secret messages,
  such as when and where Cryptonauts might meet in person,
  are exchanged via a unique code. The Cryptonauts create
  maps that appear to be meant for multiplayer online games,
  then seed them with representative objects and code words
  that describe real world locations. Alternatively, they imbed
  the message in a series of three-dimensional maps such that
  it can only be read when viewing the maps one atop another
  within the context of an actual online game. This kind of
  encryption has become so popular among Cryptonauts that
  many prank messages are disseminated. Debate rages in the
  group as to whether this overuse of the code is a good thing
  (serving to make all members better able to use it) or a bad
  thing (creating an increased risk that the code will be noticed
  and broken by outsiders).
  Structure
  The Cryptonauts seek to protect one another and share
  computer hacking information; little else unifies this diverse
  group. A large portion of the Cryptonauts (including most of
  the Founders) are devoted to using their skills to make the
  general public aware of lapses in computer security (espe-
  cially when the company that suffers from the lapse works
  to cover it up in the name of public relations). However,
  many members also use the organization’s resources to fur-
  ther their own ends. 
  The Founders have a great deal of influence over many of
  the members, being directly responsible for helping them
  out of some trouble and inducting them to the Cryptonauts
  as a result. This gives the Founders some degree of control
  over the Cryptonauts, but for the most part, the organization
  has a life all its own. Members of the Cryptonauts tend to be
  highly individualistic and egotistical (at least in their online
  personas), so only peer pressure, paranoia, and the pride of
  being considered an insider keeps them a cohesive group.
  Unfortunately, some Cryptonauts are less grateful to the
  Founders, and still others are guided purely by self-interest.
  These Cryptonauts have little regard for laws or the mores
  of the organization. They hack to steal, destroy, and amuse
  themselves. Even so, these members take pains to avoid or
  hide actions that would anger or expose the rest of the
  Cryptonauts. Fear of retribution drives them to conform to
  this small degree.
  Although most Cryptonauts are private citizens living inde-
  pendent, normal lives, some operate in small cells. Crypto-
  naut cells most often form when a club or group of friends
  engaged in hacking together and, through their communal
  efforts, came to the attention of the Founders. Other cells
  grow through friendships, romances, and working relation-
  ships formed online. Being part of a Cryptonaut cell usually
  leads members to become involved in more hacking activities
  than they would normally have pursued alone, but it also pro-
  vides extra security and increased expertise—members of a
  cell help one another in their hacking and hiding efforts.
  Bases of Operation
  The Cryptonauts have no official bases of operation. Even
  online, their forums and other means of communication
  change regularly. The only exceptions to this are the cells of
  members who operate together. These smaller groups often
  have a “home base” of sorts where they combine their
  resources and pool their skills. Such bases can be the base-
  ment of a suburban home, a van equipped to be a wireless
  mobile command center, or a room in the sewers that sits
  next to an underground phone line junction. 
  Resources
  Cryptonauts act as individuals and mercenaries. They get
  their funding from “day jobs,” credit fraud, or freelance
  online activities (hacking systems for anyone willing to
  meet their price). The dispersed and disparate nature of the
  group makes pooling resources almost impossible, and the
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  group rarely has need to do so. At the times when a member
  must undertake an activity on behalf of the group but does
  not have the means or the equipment required, that
  member can often requisition what is needed. Such requisi-
  tions are inevitably the result of fraud wrought upon an
  Internet vendor, and members who requisition equipment
  do so at their own risk.
  Intellectual resources are another matter. Knowledge
  flows freely among the Cryptonauts. With their intermit-
  tent access to various government and commercial net-
  works, the Cryptonauts pass around information on nearly
  every topic. Given their role as self-appointed “super
  heroes” of the Internet, Cryptonaut members will usually
  leak particularly worrisome information to the media and
  activist groups. Of course, the members tend to enjoy occa-
  sionally pulling hoaxes and promoting spurious information
  for its comedic value. Given the way any grapevine twists
  words and meanings, someone pulling facts from a Crypto-
  naut forum should take the information gained with a
  proverbial grain of salt.
  Involving the Heroes
  Player characters can become involved with the Crypto-
  nauts in many ways. Heroes who gain a reputation as excel-
  lent hackers might be invited or blackmailed into joining the
  group. Heroes whose hacking activities lead to legal
  troubles might find their problems suddenly and
  mysteriously disappear. A few days of weeks later,
  an invitation to join the Cryptonauts finds its way to
  them. Alternatively, heroes who rely upon an ally for
  their hacking needs could discover that this person
  is secretly a Cryptonaut. The heroes’ foes might use
  Cryptonaut mercenaries, or the heroes themselves
  may be engaged in activities that the Cryptonauts
  want to reveal to the public, making the group a vil-
  lain of the campaign.
  Heroes who are members of the Cryptonauts may
  occasionally be asked by fellow members to aid in
  hacking activities, but their involvement with the
  group will mostly consist of sharing information about
  hacking activities and successful strategies. In return,
  the hero can gather information online from fellow
  members to aid them in hacking projects or other
  endeavors. Some members might require that the
  heroes trade services or information for what they
  know, but most give it freely.
  Using Cryptonauts
  Many modern-day action adventures involve computer
  hacking and characters with computer expertise. If GMs
  want to use this aspect of technology in their games but
  the heroes do not include a hacker character, a Crypto-
  naut makes for an excellent GM character the heroes
  might call upon to do their keystroke dirty work. If the
  heroes are unaware of their ally’s allegiances, the charac-
  ter comes with a built-in secret that can spawn many
  kinds of adventures.
  Cryptonauts can be helpful strangers, staunch allies,
  annoying nuisances, or implacable villains. Members
  are individuals or part of small cells, and they might be
  involved in anything ranging from cracking pornography
  websites to toppling governments. Their activities can be
  benevolent or cruel, good or evil, but most often they are
  decidedly neutral—the question being whether or not they
  benefit the heroes personally. 
  Learning About the Cryptonauts
  There are few ways the heroes can learn about the Crypto-
  nauts. The group is extremely secretive; despite many mem-
  bers’ desire for recognition, Cryptonauts always let their
  information and hacking skills speak for themselves. The fol-
  lowing charts present some information and the DCs for skill
  checks to discover that information. Use these charts when
  the heroes seek information about the Cryptonauts. In each
  case, success at beating a DC grants that DC’s information
  and all the information provided by any lower DC results.
  GMs might what to award slightly more information than
  what is provided depending on how much a player’s roll
  exceeded a given DC. At the GM’s discretion, other Knowl-
  edge skills might be used to reveal the same information.
  Gather Information
  A character cannot gain information about the Cryptonauts
  through a Gather Information check, no matter where it is
  made. Even at a computer convention or during an
  online forum, nothing useful can be learned.
  However, such open investigation about
  the group will certainly
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  come to the Cryptonauts’ attention and may provoke some
  kind of reaction. 
  Knowledge (Technology)
  This check represents the knowledge that a character might
  gain studying recent developments the Cryptonauts have
  made in computer security and cryptography.
  DC 25: A Russian hacker went to the police claiming to be
  a “kryptonite” who hacked into the computer systems of
  the Russian Mafia. Before his claims could be explained or
  investigated, he vanished, presumably the victim of gang
  violence.
  DC 35: Some hackers talk about a kind of exclusive club or
  secret society of hackers who help each other out of trouble
  with the law. The technological equivalent of Robin Hood
  and his Merry Men, the group is called the Cryptonauts.
  Research
  Making this check represents what information a character
  can gain about the Cryptonauts through searching online
  and in magazines devoted to cutting-edge technology. A
  character making or aiding this check must have a minimum
  of 5 ranks of Computer Use or the Research check automat-
  ically fails. The chart below represents what a character
  might find out if looking for general information about the
  Cryptonauts. For adventure-specific information, the GM
  should set the DCs based on this information. 
  DC 30: Some hackers talk about a kind of exclusive club or
  secret society of hackers who help each other out of trouble
  with the law. The technological equivalent of Robin Hood
  and his Merry Men, the group is called the Cryptonauts.
  DC 35: The Cryptonauts are some kind of multinational
  organization of hackers. They trade information about
  hacking online in encrypted forums.
  DC 40: College students from Stanford University
  founded the Cryptonauts. Their name comes from a love of
  comic books and cryptography. Some Cryptonauts hire
  themselves out as freelance hackers, but they’re ultra secre-
  tive about the group, and you probably wont ever get one
  to admit that he’s a Cryptonaut.
  Members
  Cryptonauts can be of any race, religion, nationality, age, or
  creed. All members share a skill with computers and a will-
  ingness to follow the Cryptonaut Code. 
  Sample Member
  The heroic GM character presented below represents a mid-
  level Cryptonaut hacker. This hacker could be an ally of the
  heroes, a small-time crook the heroes might find and cap-
  ture, the henchman of a major villain, or a major villain in
  her own right. 
  Mid-Level Cryptonaut Hacker (Smart Hero 3/Dedi-
  cated Hero 5): CR 8; Medium-size human; HD 3d6+3 plus
  5d6+6; hp 40; Mas 12; Init +1; Spd 30 ft.; Defense 15, touch
  15, flat-footed 14 (+1 Dex, +4 class); BAB +4; Grap +3; Atk +3
  melee (1d3–1 nonlethal, unarmed strike); Full Atk +3 melee
  (1d3–1 nonlethal, unarmed strike) or +5 ranged; FS 5 ft. by
  5 ft.; Reach 5 ft; AL Cryptonauts, any; SV Fort +5, Ref +3,
  Will +9; AP 4; Rep +3; Str 9, Dex 13, Con 12, Int 16, Wis 14,
  Cha 9.
  Occupation: Student (bonus class skills: Computer Use,
  Knowledge [technology], Research).
  Skills: Computer Use +22, Craft (electronic) +11, Decipher
  Script +11, Drive +5, Knowledge (current events) +16, Knowl-
  edge (physical sciences) +16, Knowledge (popular culture)
  +13, Knowledge (technology) +12, Profession +8, Read/Write
  Chinese, Read/Write English, Read/Write Slavic; Repair +14,
  Research +14, Speak Chinese, Speak English, Speak Slavic.
  Feats: Cryptophile*, Educated (Knowledge [current
  events], Knowledge [physical sciences], Knowledge [phys-
  ical sciences], and Knowledge [technology]), Gearhead,
  Hacker*, Improved Initiative, Iron Will, Simple Weapons
  Proficiency.
  Talents (Smart Hero): Savant (Computer Use), linguist.
  Talents (Dedicated Hero): Skill emphasis (Computer Use),
  faith, cool under pressure (Computer Use, Craft [electronic],
  Decipher Script, Drive, Research).
  Possessions: Cell phone, upgraded desktop computer,
  upgraded notebook computer, broadband modem, cellular
  modem, PDA, portable satellite telephone, portable video
  camera, digital camera, printer, scanner, black box, caller ID
  defeater, tap detector, electrical tool kit, aluminum travel
  case (10 lb. capacity), various gear and personal possessions.
  *See New Feats, below.
  New Feats
  Many Cryptonauts have the feats listed below. These feats
  are available to any character; you do not need to be a
  member of the Cryptonauts to take them.
  Cryptophile
  You are obsessed with the ways that mathematics and lan-
  guage can be used to create and break codes. This obsession
  grants you insights into cryptography that few posses.
  Prerequisite: Decipher Script 4 ranks.
  Benefit: It takes you half as long to decipher a code or
  ancient language when using the Decipher Script skill (see
  the Decipher Script skill description). In addition, if you
  exceed the DC necessary to decipher the script or code by
  5 or more, you can read two pages per minute. If you suc-
  ceed by 10 or more, you can read five pages per minute. A
  success by less than 5 and failures are dealt with as
  described in Chapter Two: Skills of the d20 Modern
  Roleplaying Game.
  Normal: Reading one page of text usually takes at least
  one minute.
  Hacker
  You specialize in hacking into computers and defending net-
  works from hacking.
  Prerequisites: Computer Use 4 ranks, Knowledge (tech-
  nology) 2 ranks.
  Benefit: You gain a +4 competence bonus on Computer
  Use checks made to defeat computer security, defeat file
  security, or defend security. This bonus does not apply to
  other uses of the Computer Use skill.
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  DEPARTMENT OF DEFENSE, THE
  The Department of Defense, formed shortly after the end of
  World War II, combines the Department of the Army, the
  Department of the Navy (including the U.S. Marine Corps
  and, in wartime, the Coast Guard), and the Department of
  the Air Force, to direct and manage the United States’
  armed forces.
  Agenda: Administrate the United States’ armed forces at
  the direction of the president.
  Structure: Military branch of the U.S. government.
  Symbol: An eagle clutching three arrows and covered by
  a shield bearing the stars and stripes, with 13 stars above,
  and a laurel wreath below.
  Most Common Allegiance(s): U.S. Government.
  Requisition Limit: 50 (military).
  Overview
  Formed in 1947 as the National Military Establishment and
  renamed in 1949, the Department of Defense
  (DOD) combined the various armed forces—
  the Department of the Army (the War
  Department during World War II),
  the Department of the Navy, and
  the Department of the Air Force
  (formerly part of the Army)—
  under one roof. This enabled
  the Joint Chiefs of Staff to more
  easily oversee military affairs.
  They work with and advise the
  Secretary of Defense, the
  National Security Council, and
  the president. Originally, the secre-
  tary’s job was that of a coordinator,
  but amendments to the National Secu-
  rity Act gradually increased the importance
  of the secretary’s role.
  Department of the Army
  While the Chief of Staff of the Army is responsible for the
  military planning of the U.S. Army, the department is actu-
  ally administrated by the Secretary of the Army, a civilian
  appointed by the president, and under the authority of the
  Secretary of Defense. The job of the Secretary of the Army
  is to conduct all the army’s non-strategic business, including
  training, operations, administration, logistics, maintenance,
  welfare, and preparedness.
  The army also assists in civil affairs, including programs to
  protect the environment, control floods, develop water
  resources, and so forth. The president frequently calls upon
  the army to provide disaster relief assistance and additional
  emergency medical transportation.
  The Department of the Army includes the army, the army
  reserves, and the National Guard. The army consists of ten
  active divisions and eight reserve divisions—with anywhere
  from 13,000 to 16,000 soldiers, men and women, in each
  division. Individual divisions take care of their own supply,
  communications, and support units, so that each is capable
  of operating on its own.
  Department of the Navy
  The purpose of the U.S. Navy is to guard the United States’
  coasts and its overseas territories, to uphold the country’s
  national and international policies, and to protect and sup-
  port U.S. commerce (particularly maritime shipping). Addi-
  tionally, the Department of the Navy supplies and supports
  the U.S. Marine Corps, whose main purpose is to quickly
  deploy anywhere in the world to fight land, air, and sea bat-
  tles. Marines serve as security troops at naval bases and
  aboard ships at sea.
  The Department of the Navy functions much as the
  Department of the Army does. The Chief of Naval Opera-
  tions oversees the military planning of the U.S. Navy, and
  the non-strategic administration is carried out by the Sec-
  retary of the Navy, who is appointed by the president and
  reports to the Secretary of Defense. Various deputy chiefs
  administrate matters of personnel, training, policy, opera-
  tions, logistics, warfare, and planning. The Commandant of
  the Marines oversees the military planning of the Marine
  Corps, and likewise reports to and advises the
  Secretary of the Navy.
  The navy consists of five fleets, the
  naval reserve, and Military Sealift
  Command. The Marine Corps con-
  sists of three air wings and three
  divisions, stationed at Camp
  Lejeune in North Carolina,
  Camp Pendleton in southern
  California, and the marine base
  in Okinawa, Japan.
  Department of the Air Force
  The Department of the Air Force
  was originally created out of the
  Army Air Force after the end of World
  War II. The head of the Department of the
  Air Force is the Secretary of the Air Force, who is
  advised on military matters by the Air Force Chief of Staff,
  and who in turn answers to the Secretary of Defense. The
  secretary coordinates financial management, manpower,
  reserve affairs, installations, acquisition, and the space
  administration. The air force consists of nine major com-
  mands, each led by a four-star general and organized by
  function or geographic location.
  The purpose of the air force is to conduct military oper-
  ations in the air and in space. The air force is responsible for
  the air defense of the United States and its territories, and
  for the timely transport of military personnel and materiel
  to theaters of operation all over the world. Most of the
  United States’ nuclear capability rests with the air force.
  Structure
  The DOD is broken down into the Office of the Secretary,
  the Joint Chiefs of Staff, the unified and specified com-
  mands, the Armed Forces Policy Council, and the military
  departments themselves. The Joint Chiefs of Staff include
  the chiefs of staff of the Army and Air Force, the Navy’s
  chief of naval operations, and the Marine Corps comman-
  dant. They report to the Secretary of Defense, who reports
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  to the president. The Office of the Secretary, primarily
  staffed by civilians, advises and assists the Secretary of
  Defense, as does the Armed Forces Policy Council.
  Bases of Operation
  Headquartered in the Pentagon in Washington, D.C., the
  DOD has a combined 6,000 locations—including bases,
  camps, administrative offices, recruiting offices, and training
  centers—in 146 countries around the world (covering over
  30 million acres, and incorporating more than 600,000
  buildings and other structures). Since September 11th, 2001,
  security at military bases has tightened considerably, though
  many administrative and recruitment offices are little more
  than lightly staffed storefronts.
  Resources
  The DOD has a 2003 budget of $371 billion and 5.3 million
  personnel on whom to spend it—almost half a million of
  these men and women are stationed overseas or aboard
  ships at sea. The operating budget of the DOD allows it to
  purchase fantastically expensive items, but the acquisition
  process can be excruciatingly slow. In general, an item with
  a Purchase DC of 20 or less can be acquired with just a supe-
  rior officer’s signature; items with a Purchase DC of 21 to 25
  require a commanding officer’s signature. Beyond that, req-
  uisitions go to the office of the Chief of Staff, and the truly
  high-ticket items require congressional approval (this
  process generally takes several weeks or months).
  Involving the Heroes
  Becoming part of the hierarchy of the Department of
  Defense is fairly easy. All one has to do is enlist in one of the
  armed services. Alternatively, civilians can get various cleri-
  cal and bureaucratic jobs with the DOD, provided they pass
  a light background check. Of course, either avenue requires
  a somewhat structured lifestyle, so heroes looking for a life
  of adventure might not find it pushing pencils or doing
  push-ups for the DOD.
  Of course, there’s nothing to stop a GM from creating a
  campaign centered on the idea that the heroes are part of a
  military strike team, or perhaps investigators assigned to
  some branch of military intelligence. In fact, any campaign
  where the heroes serve in the U.S. armed forces must
  include the DOD. In most such campaigns, the department
  will remain in the background—low-ranking soldiers almost
  never have to deal with the upper echelons of the military
  structure. The higher the heroes rise in the chain of com-
  mand, though, the more their adventures will include inter-
  action with members of the DOD.
  The DOD also makes a good villain for the kinds of
  adventures that d20 MODERN heroes experience. The U.S.
  military is an excellent springboard for stories of splinter
  groups and rogue agents (as seen in movies like The Rock,
  Die Hard 2, and Dr. Strangelove). The heroes could easily
  be caught up in the operations of radical factions of the U.S.
  armed forces—which means fighting against trained soldiers
  armed with the latest in military weaponry and communi-
  cations technology.
  Using the DOD
  Unless the campaign is about top-level decision-making in
  the U.S. military, the DOD should really just be a name
  attached to the occasional document. In the majority of sit-
  uations, encounters with DOD personnel should be in the
  form of members of one of the armed forces, with the DOD
  involved only by extension.
  In high-level adventures, the heroes could encounter mil-
  itary and civilian personnel attached to the DOD and carry-
  ing out instructions directly from the Joint Chiefs of Staff, or
  even the Secretary of Defense. Soldiers and sailors can still
  come into play—they act as security for the DOD, after all—
  but they shouldn’t be the focus of such a campaign.
  Learning About the DOD
  Gather Information, Research, or Knowledge (current
  events) can only tell the heroes so much about the Depart-
  ment of Defense, which is understandably secretive. The
  charts below represent the amount of detail that the heroes
  can collect using each method. In each case, success at
  beating a DC grants that DC’s information and all the infor-
  mation provided by any lower DC results. GMs might what
  to award slightly more information than what is provided
  depending on how much a player’s roll exceeded a given DC.
  At the GM’s discretion, other Knowledge skills might be
  used to reveal the same information.
  Gather Information
  Gathering information on the military is not as difficult
  as gathering information on the CIA, but it’s not as easy as
  gathering info on the FBI. The military is used to guarding its
  secrets, and while information can leak, it usually takes a
  lot of sifting and analyzing to glean anything useful. If the
  military isn’t currently operating in the area, the GM should
  apply at least a –5 circumstance penalty to the check.
  DC 1: The hero can find out whether or not there are any
  large military bases in the area.
  DC 5: The hero can learn the name of the nearest military
  base, and a rough idea of where it’s located (enough to find
  it on a map).
  DC 10: The hero can find out how to get to the nearest
  military base, and can get a relatively clear picture of what’s
  required to get onto the base under ordinary circumstances.
  DC 15: The hero can find out whether or not the base is
  on alert or currently conducting maneuvers. The hero can
  learn what kind of vehicles, ships, or aircraft are generally
  found on the base.
  DC 20: The hero can find out somewhat more specific
  information, such as how many troops are stationed at the
  base, the names of the base’s ranking officers, and the local
  companies that service or supply the base.
  DC 25: The hero can learn the direct telephone numbers
  of various offices on the base, including the office of the
  base commander (but not for individual personnel).
  DC 30: The hero can find out the home or cellular tele-
  phone numbers of nearly anyone who lives on the base (not
  including intelligence officers or personnel whose residence
  on the base is secret).
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  DC 35: The hero can find out what kind of special ord-
  nance is stored on the base, including high-tech weaponry
  and whether or not the base has access to nuclear (or bio-
  logical or chemical) weapons.
  Knowledge (Current Events)
  A Knowledge (current events) check regarding the DOD tells
  the hero what the media knows about military activity
  involving U.S. troops, within the borders of the U.S. and
  abroad.
  DC 1: The Department of Defense coordinates the
  activities of the Army, Air Force, Navy, and Marines.
  DC 5: The hero knows whether and where U.S. armed
  forces are engaged in active fighting.
  DC 10: The hero knows whether and where U.S. armed
  forces troops are building up for a military operation.
  DC 15: The hero knows the Secretary of Defense’s current
  public stance regarding the United States’ military priorities.
  DC 20: The hero knows whether and where the U.S. is
  likely to send troops.
  DC 25: The hero knows what kind of military technology
  is likely to be applied in current and upcoming theaters of
  military operation.
  DC 30: The hero can predict, within a 10% variation, how
  long the DOD plans for any current U.S. military action to
  last.
  DC 35: The hero knows whether or not the military is
  using (or has immediate plans to use) biological or chemical
  weapons in a given theater of operation.
  Research
  Researching the DOD requires quite a bit of patience, since
  the DOD is under no orders to provide full disclosure. The
  DOD website (www.dod.gov) carries only the texts of news
  articles and press announcements, along with a few photos
  of troops on training exercises and such. A Research check
  on the DOD provides information on the general history and
  policies of the U.S. armed forces, and an insight into their
  current priorities.
  DC 1: The Department of Defense coordinates the activ-
  ities of the Army, Air Force, Navy, and Marines. The hero
  can also learn the names and titles of most of the ranking
  officers and administrators of the DOD.
  DC 5: The hero can learn whether and where U.S. armed
  forces are engaged in active fighting, as well as whether and
  where U.S. armed forces troops are building up for a coming
  military operation.
  DC 10: The hero knows the Secretary of Defense’s current
  public stance regarding the United States’ military priorities.
  The hero can also determine the strength and stage of
  preparedness of the troops at any given U.S. military base.
  DC 15: The hero knows where the U.S. is likely to send
  troops.
  DC 20: The hero knows what kind of military technology
  is likely to be applied in current and upcoming theaters
  of operation.
  DC 25: The hero can estimate with a reasonable accuracy
  the level of casualties on both sides of a conflict involving
  U.S. troops.
  DC 30: The hero can guess with a reasonable accuracy on
  which U.S. military bases nuclear, biological, and chemical
  weapons are stored, and in roughly what quantities.
  DC 35: The hero knows for certain on which U.S. military
  bases nuclear, biological, and chemical weapons are stored,
  and in what quantities.
  Members
  Statistics for a typical military officer are given below. Mili-
  tary officers include those above the ranks of sergeant
  major (for the Army and Marines), master chief petty officer
  (for the Coast Guard and Navy), and chief master sergeant
  (for the Air Force). The military officer presented below
  actually ranks somewhat above that, at the level of 2nd lieu-
  tenant (Army, Marines, and Air Force) or ensign (Navy and
  Coast Guard) or above.
  Military Officer (Strong Hero 3/Smart Hero 3/Charis-
  matic Hero 3/Soldier 4): CR 13; Medium-size human; HD
  3d8+3 plus 3d6+3 plus 3d6+3 plus 4d10+4; hp 69; Mas 12;
  Init +1; Spd 30 ft.; Defense 17, touch 17, flat-footed 16 (+1 Dex,
  +6 class); BAB +8/+3; Grap +9; Atk +9 melee (1d4+2, unarmed
  strike); Full Atk +9/+4 melee (1d4+2, unarmed strike) or
  +10/+5 ranged (2d8+2, Desert Eagle); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ tactical aid, weapon focus (Desert Eagle), weapon
  specialization (Desert Eagle); AL U.S. government; SV Fort +8,
  Ref +7, Will +8; AP 6; Rep +3; Str 13, Dex 12, Con 12, Int 14,
  Wis 13, Cha 16.
  Occupation: Military (bonus class skills: Knowledge [tac-
  tics], Survival).
  Skills: Bluff +6, Climb +5, Computer Use +6, Demoli-
  tions +9, Diplomacy +9, Drive +4, Intimidate +13, Jump +5,
  Knowledge (current events) +12, Knowledge (tactics) +24,
  Listen +3, Navigate +10, Profession +13, Read/Write Eng-
  lish, Read/Write Language (any two), Research +6,
  Search +5, Speak English, Speak Language (any two),
  Spot +3, Survival +20.
  Feats: Advanced Firearms Proficiency, Armor Profi-
  ciency (light), Burst Fire, Combat Martial Arts, Educated
  (Knowledge [current events] and Knowledge [tactics]),
  Endurance, Exotic Weapon Proficiency (M-60), Guide, Iron
  Will, Personal Firearms Proficiency, Point Blank Shot,
  Simple Weapons Proficiency.
  Talents (Strong Hero): Extreme effort, melee smash.
  Talents (Smart Hero): Savant (Knowledge [tactics]),
  plan.
  Talents (Charismatic Hero): Coordinate, inspiration.
  Possessions: Desert Eagle (.50AE autoloader), 50 rounds
  of .50AE caliber ammunition, dress uniform, duty uniform,
  briefcase, cell phone, PDA, professional walkie-talkie,
  binoculars, various gear and personal possessions.
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  FEDERAL BUREAU OF
  INVESTIGATION, THE
  The Federal Bureau of Investigation, or FBI, is a division of
  the Department of Justice, charged with protecting United
  States citizens from crime, espionage, and terrorism. Oper-
  ating from its Washington, D.C. headquarters, the FBI has 56
  field offices in major cities around the U.S., as well as 400
  smaller offices located in other U.S. cities and towns.
  Agenda: Uphold the law, protect the U.S. from foreign
  espionage and terrorism, and provide advice and assistance
  to federal, state, local, and international law-enforcement
  agencies.
  Structure: Law-enforcement and anti-terrorism
  organization.
  Symbol: A shield and laurel wreath on a field of blue, sur-
  rounded by 13 stars, with the motto “Fidelity, Bravery,
  Integrity.”
  Most Common Allegiance(s):FBI, Law, or U.S. Government.
  Requisition Limit: 40 (military).
  Overview
  Founded in 1908 by Theodore Roosevelt and Attorney Gen-
  eral Charles Bonaparte, the “Bureau of Investigation” was at
  the time little more than a small corps of Special Agents for
  the Justice Department, periodically co-opted by the Secret
  Service. Even after they gained independence from the Secret
  Service, the mandate of these agents was somewhat limited,
  consisting of investigating crimes such as antitrust, land fraud,
  bank robbery and embezzlement, and occasionally bank-
  ruptcy and naturalization. At this time, agents did not carry
  guns and had no authority to make arrests. They were smart
  and they were dedicated—but they weren’t the police.
  The Bureau’s sphere of operations expanded slowly in
  its first decade; it still hadn’t found its niche in the field of
  criminology. However, the advent of Prohibition created a
  whole new field of investigations for the Bureau, leading
  to one of their most famous pursuits: that of Al Capone. In
  1923, President Calvin Coolidge appointed Harlan Fiske
  Stone as the new Attorney General, and Stone appointed a
  young J. Edgar Hoover to the post of Director of the Bureau
  of Investigations. Hoover had a strong vision of how the
  Bureau should operate, promptly fired everyone he felt
  was unqualified, and established regular performance
  reviews. Over the next few years, Hoover opened nine
  more field offices (bringing the total up to 39) and sched-
  uled regular inspections to ensure that they were operat-
  ing as directed. In 1928, Hoover followed up with his
  progressive policies by creating a training program for
  Bureau agents. It was also during these early years of
  Hoover’s administration that the Bureau came to be the cen-
  tral repository for fingerprinting records; previously, such
  records had been split among individual law enforcement
  agencies all over the United States.
  In addition to being a progressive administrator and ded-
  icated lawman, Hoover was a shrewd publicist. He had
  quickly realized that for America to cooperate with the
  Bureau, it had to trust the Bureau—and that the average
  citizen ate up reports of crime and punishment. Hoover
  established a national law enforcement bulletin to keep the
  public informed on the diligence and good character of his
  agents. Within the space of a few years, the Bureau went
  from being just another faceless law enforcement organiza-
  tion to a source of great national pride. Special agents were
  honored to carry their badges, and following the infamous
  Kansas City Massacre of 1933, they were finally able to carry
  guns and make arrests, as well.
  Public confusion over Bureau special agents and Prohibi-
  tion special agents caused an official name change in 1935:
  the Bureau was now the Federal Bureau of Investigation
  (another marketing achievement for Hoover). The duties of
  the FBI gradually increased until World War II, when they
  became responsible for protecting America from espionage,
  subversion, and sabotage as well as hunting down deserters
  and draft dodgers. After the war, the FBI was charged with
  investigating un-American affairs, looking for spies who
  were passing information on U.S. nuclear secrets to the Rus-
  sians and the Chinese. In 1957, the FBI gained information
  about a meeting of the countries top mobsters, leading to a
  renewed crusade against organized crime and racketeering.
  Shortly after the assassination of President John F. Kennedy
  in 1963—a crime technically under the jurisdiction of the
  Dallas, Texas police—the FBI gained responsibility for inves-
  tigating political assassinations as well.
  Nine years later, the FBI underwent a time of upheaval.
  After the death of Director J. Edgar Hoover, President
  Richard M. Nixon appointed acting director L. Patrick Gray
  to replace him—but his implication in the Watergate scan-
  dal prompted Gray to withdraw, resulting in the appoint-
  ment of former FBI agent Clarence Kelly, instead. Kelly,
  who had left the Bureau to become the Kansas City Chief
  of Police, followed the example of J. Edgar Hoover and
  instituted several reforms in how the FBI operated, includ-
  ing a Career Review Board and new ways of gathering and
  analyzing evidence. He also stressed a “quality over quan-
  tity” attitude, prioritizing cases in order of counterespi-
  onage, organized crime, and white-collar crime. When
  Kelly resigned in 1978, he was replaced by federal judge
  William H. Webster, who added counterterrorism to the
  list, in response to an upswing in terrorist activities around
  the world.
  Much of Director Webster’s focus throughout the 1980s
  was on the War on Drugs, and the FBI made great strides in
  slowing the trafficking of illegal drugs in the U.S. He also
  introduced a hostage rescue team in time for the Los Ange-
  les Olympics (remembering all too well the tragedy at the
  1972 Munich Olympics), and established the Computer
  Analysis and Response Team (largely in response to the
  widespread use of computers in white-collar crimes). During
  his time as Director, Webster authorized the change in
  focus of the FBI’s Behavioral Science Unit, turning it into the
  Investigative Support Unit, and concentrating less on
  hostage negotiation than in the study of violent crimes and
  their perpetrators. Webster eventually resigned and was
  replaced by John Otto, who was himself replaced by
  William Sessions.
  In the wake of the debacle at the Branch Davidian com-
  pound in Waco, Texas, President Bill Clinton removed Direc-
  tor Sessions and replaced him with Louis J. Freeh. Sessions
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  had improved the overall performance of the FBI (including
  actively recruiting women and minorities, and creating a
  database of DNA samples), and Freeh improved international
  relations with the foundation of a multinational training
  center—the International Law Enforcement Academy—in
  Budapest, Hungary. Freeh also stepped up the role of the
  CART (Computer Analysis and Response Team) in detecting
  and responding to cybercrimes, and his successor, Robert S.
  Mueller, was charged by the George W. Bush administration
  with continuing those efforts and focusing more on coun-
  terintelligence issues (given the recent discovery of the espi-
  onage activities of former Special Agent Robert Hanssen).
  Director Mueller was sworn in just one week before the
  September 11th terrorist attacks on the World Trade Center
  and the Pentagon. The focus of the FBI’s activities suddenly
  shifted again, making counterterrorism its top priority.
  Structure
  The Federal Bureau of Investigation is a di-
  vision of the U.S. Department of Jus-
  tice. Led by a Director, the FBI has
  four major divisions: Criminal In-
  vestigations (including the Cy-
  bercrime Division); Countert-
  errorism/Counterintelligence;
  Law Enforcement Services
  (including the Training Divi-
  sion, Laboratory Division,
  and Criminal Justice Services
  Division); and Administration
  (which oversees Administrative
  Services, Finance, Information
  Resources, and Security). Each of
  these divisions is headed by an As-
  sistant Director who reports to the Direc-
  tor or the Deputy Director.
  In addition, the FBI’s field offices, resident agencies
  (smaller versions of the field offices), and foreign liaison
  offices (FBI offices in other countries) also report to the
  office of the Director. All in all, the FBI employs approxi-
  mately 28,000 people, approximately 12,000 of whom are
  special agents.
  Bases of Operation
  The FBI is headquartered in the J. Edgar Hoover FBI Building
  but has field offices in over 50 major U.S. cities, as well as in
  San Juan, Puerto Rico. FBI headquarters houses the majority
  of the Bureau’s personnel, equipment, records, and labora-
  tories, though the field offices contain enough equipment
  and staff for most investigations. Each field office is admin-
  istrated by a Special Agent in Charge, except for particularly
  large offices, which are headed by an Assistant Director in
  Charge. In addition, other cities throughout the U.S. have
  “resident agencies,” headed by Special Agents, as well as
  over 40 offices in foreign countries.
  FBI offices are similar to police stations and are often
  near (if not attached to) the local police headquarters. At
  least partially staffed 24 hours a day, each office is capable
  of handling local investigations and liaising with local law
  enforcement on joint investigations.
  Resources
  The FBI has an annual budget of around 3 billion dollars,
  which pays for salaries, over 500 offices worldwide,
  forensics laboratories, armories, and evidence storage. Req-
  uisition processes for anything other than basic equip-
  ment—vehicles, airline tickets, basic surveillance equipment
  (cameras and binoculars), and firearms—can take a few days
  or longer, depending on how unusual the equipment is.
  Any equipment that is licensed or otherwise restricted
  requires several signatures and authorizations. Requisitions
  of equipment with a Purchase DC of 25 or more also require
  the authorization of the Agent in Charge. Items with a Pur-
  chase DC of 30 or higher require the authorization of an
  Assistant Director. An item with a Purchase DC of 35 or
  higher could actually require the President’s authorization,
  as well.
  Involving the Heroes
  The FBI is highly accessible, even to the
  ordinary citizen. Each field office has a
  website with contact information
  and a listing of employment
  opportunities. Because the FBI is
  so active in investigating so
  many different kinds of crimi-
  nal activities (many of which
  typically involve heroes in
  some capacity or another), it
  might be only a matter of time
  before the heroes and the Feds
  cross paths.
  If the heroes’ role in the campaign
  puts them at odds with the FBI, it’s
  probably best to lead up to FBI involvement
  over the course of a few incidents, rather than
  simply having Special Agents show up in the first adventure.
  Because the FBI doesn’t particularly have to remain covert
  about their activities (as the CIA does), the bureau can actu-
  ally provide more trouble, soliciting the aid of local law
  enforcement to overwhelm while obscuring the FBI’s involve-
  ment. Further, the FBI can simply arrest the heroes and cart
  them off to a federal prison to await arraignment. A rogue
  faction of the FBI can legally and above-board make someone
  disappear, and it may be months or years before the irregu-
  larities are brought to the attention of someone with the
  power to do anything about it.
  Alternatively, the heroes might be FBI agents working out
  of a field office, or even FBI headquarters. They could be
  assigned to investigate serial killings, terrorism, espionage,
  computer crimes, corporate wrongdoing, or nearly anything
  else that falls under the FBI’s jurisdiction—all from the
  office closest to a city with which all the players themselves
  are familiar. Fans of The X-Files might also want to play FBI
  special agents investigating unsolved cases, perhaps with a
  paranormal slant, or, in a slightly different direction, con-
  spiracies within the federal government itself. They might
  find their efforts stymied by an unsympathetic Deputy
  Director, but secretly supported by the Director himself.
  Conversely, they could come to find that the whole of the
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  FBI’s administration has been compromised by the conspir-
  acy, driving them to gather the proof they need to get help
  from the Justice Department or the National Security
  Agency to set things right.
  Using the FBI
  The FBI makes for a good parent organization for the heroes
  or a foil for their adventures. With the war on terrorism in
  full swing, a counterterrorism campaign could feature the
  heroes acting as a special investigative team for the FBI,
  tracking down and apprehending suspected terrorists in the
  United States. Similarly, if the campaign focuses on organ-
  ized crime, cybercrime, or domestic espionage, the FBI is the
  perfect organization for the heroes to serve.
  Conversely, if the heroes are investigating such crimes
  while not working for the FBI, they are certain to attract the
  FBI’s attention fairly quickly—if only because they keep
  showing up at crime scenes, on surveillance videos, in eye-
  witness reports, and so forth. Sooner or later, the FBI is
  going to set up a sting operation or take the heroes into cus-
  tody to find out why they keep showing up where crimes
  are about to be, or have already been, committed. (Of
  course, if the heroes aren’t actually guilty of anything—or, at
  least, there’s no evidence—the FBI can’t do much more than
  advise them to stay clear. However, the special agents who
  interview them make it clear that “obstruction of justice”
  can have a broad definition, and unless the heroes want to
  spend time in jail awaiting a chance to prove their inno-
  cence, they had better wise up.) Conversely, if the heroes
  show aptitude in solving the types of crimes that fall under
  federal jurisdiction, the FBI could begin applying pressure
  for them to join the bureau.
  Even if the FBI isn’t to play a large part in the campaign,
  the appearance of FBI agents at the scene of a crime can
  serve as a barometer of the seriousness of the situation.
  Seeing local police usually doesn’t impress veteran adven-
  turers much, but knowing that the Feds are involved can
  make them tread a bit more carefully.
  Learning About the FBI
  The heroes can uncover information about the FBI with
  Gather Information, Knowledge (current events), or
  Research checks. The charts below represent the amount
  of detail that the heroes can collect using each method.
  In each case, success at beating a DC grants that DC’s
  information and all the information provided by any
  lower DC results. GMs might what to award slightly more
  information than what is provided depending on how
  much a player’s roll exceeded a given DC. At the GM’s
  discretion, other Knowledge skills might be used to reveal
  the same information.
  Gather Information
  Because the FBI is not a covert organization, Gather Informa-
  tion can provide more data on their activities than it could on
  the CIA. The GM should modify the skill check result depend-
  ing on whom the hero asks and how likely that person is to
  actually know anything substantial. If the FBI isn’t currently
  operating in the area, the GM should apply at least a –5 cir-
  cumstance penalty to the check. As usual with Gather Infor-
  mation, there’s bound to be some editorializing on the part of
  the persons providing the facts—as well as some false
  assumptions derived from watching too much television.
  DC 1: The Federal Bureau of Investigation acts as a central
  office for coordinating efforts to solve major crimes
  throughout the United States, including kidnapping and
  drug trafficking.
  DC 5: Some people believe that the FBI routinely taps
  telephone lines and implants bugs in people’s houses and
  offices. They also believe the bureau monitors both e-mail
  and traditional postal mail, looking for threats against the
  United States or other evidence of crimes.
  DC 10: The FBI is responsible for investigating mob-
  related crimes and arresting such infamous gangsters as John
  Dillinger, George “Machine Gun” Kelly, Al Capone, John
  Gotti, Vincent Gigante, and others.
  DC 15: The FBI is actively engaged in a high-priority
  search for possible terrorists living in and staging attacks
  on the United States. Their list of top terrorists is larger
  than their “Ten Most Wanted” list of more conventional
  criminals.
  DC 20: The FBI has an Investigative Support Unit dedi-
  cated to tracking down serial killers and rapists. This unit is
  the basis for some of the characters in movies like Silence
  of the Lambs and Red Dragon.
  DC 25: FBI agents have a lot of cutting edge criminology
  technology at their disposal, but they also have strict rules
  and regulations to keep them from doing whatever they
  please. The FBI has complex procedures to get permission to
  plant even a single bug or to tap a phone line.
  DC 30: The hero can find out if the FBI is currently inves-
  tigating someone in the local area.
  DC 35: Conspiracy theorists have recently been chatter-
  ing about the FBI having a secret death squad whose job is
  to eliminate criminals that the FBI can’t arrest and convict
  through legal methods. (This is not true, but the GM can use
  it to refer to the modus operandi of Shadow Company, as
  detailed in Chapter Two.)
  Knowledge (Current Events or History)
  The result of a Knowledge (current events) or Knowledge
  (history) check pertaining to the FBI gives the basics of what
  a character might have picked up about the FBI from televi-
  sion, radio, books, newspapers, and the Internet. For the
  most part, this information relates only to current cases and
  the history of the Bureau.
  DC 1: The FBI investigates thousands of criminal cases
  every year—from serial killers to computer crime.
  DC 5: The FBI’s current top priority is anti-terrorism. In
  the wake of the September 11th attacks, identifying and
  locating domestic threats to national security has become
  a top priority.
  DC 10: The FBI believes that there are several foreign ter-
  rorists living and operating within the borders of the United
  States. (At this DC, the GM can also provide campaign-spe-
  cific information about any major FBI activity currently in
  the news.)
  DC 15: The FBI is scrambling to develop new technolo-
  gies (including nonlethal weapons for hostage situations
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  and riot control) to help them identify and apprehend ter-
  rorists and criminals. (At this DC, the GM can provide
  information about any minor FBI activity currently in the
  news, or updates on major FBI activities from the past
  month or so.)
  DC 20: The FBI’s budget increased considerably during
  the 1990s, to help pay for new technologies and to hire
  more personnel. (Also at this DC, the GM can provide infor-
  mation about any suspected or rumored FBI activity cur-
  rently in the news, updates on minor FBI activities from the
  past month or so, or updates on major FBI activities from
  the past year.)
  DC 25: The GM can provide information about the changes
  in the Department of Justice that might affect the FBI,
  updates on suspected or rumored FBI activities from the
  past month or so, updates on minor FBI activities from
  the past year or so, or updates on major FBI activities
  from the past five years.
  Research
  Research on the FBI is made especially convenient by
  the full history they have posted on their web page
  (www.fbi.gov)—though, of course, it only tells the
  Bureau’s side of the story. Countless other books, docu-
  mentaries, and websites are devoted to analyzing the FBI’s
  activities from a range of different perspectives. A
  Research check on the FBI provides information on the
  general history and policies of the Bureau, and an insight
  into their current priorities.
  DC 1: The Federal Bureau of Investigation acts as a
  central office for coordinating efforts to solve major
  crimes throughout the United States, including murder
  and kidnapping.
  DC 5: The FBI provides advice and assistance to local
  law enforcement authorities, maintains a “Ten Most
  Wanted” list of criminals suspected of being on U.S. soil,
  and offers a reward for information leading to their arrests
  and convictions.
  DC 10: The FBI’s list of priorities includes combating ter-
  rorism and high-technology crimes, including computer
  hacking. The change of mandate occurred in response to the
  September 11th attacks.
  DC 15: The FBI helped capture Theodore Kaczynski in
  1996, ending the Unabomber threat and helping to
  restore some public confidence in the Bureau after the
  infamous Ruby Ridge and Waco incidents. During this
  same period, the FBI established the Computer Investiga-
  tions and Infrastructure Threat Assessment Center (CITAC)
  to safeguard telecommunications against attacks by
  hackers and terrorists.
  DC 20: In the early 1990s, the FBI successfully developed
  new ways to compare genetic samples to either positively
  identify or rule out a suspect through examination of DNA
  samples derived from blood or saliva. This breakthrough
  prompted the creation of a DNA Index, much like the FBI’s
  fingerprint index—creating an archive of samples against
  which forensic evidence could be compared.
  DC 25: The FBI joined forces with the Drug Enforcement
  Administration to fight the “War on Drugs” in the mid-1980s.
  They also developed the CART (Computer Analysis and
  Response Team) to retrieve evidence stored on computer
  media, as well as a hostage rescue team. Around this same
  time, the FBI’s Behavioral Sciences Unit fell under new lead-
  ership and became the Investigative Support Unit, ushering
  in the start of modern profiling techniques.
  DC 30: The way the FBI operated changed radically with
  the death of Director J. Edgar Hoover in 1972. Something of
  a traditionalist, Hoover had discouraged investigative tech-
  niques involving counterintelligence and attempts to under-
  stand why criminals committed crimes.
  Members
  FBI agents cover a wide array of law-enforcement fields;
  they can be homicide investigators, hostage negotiators,
  cybercrime specialists, criminal profilers, and forensics
  technicians, to name a few. The FBI Field Agent archetype in
  Chapter Two works for most of these, with a few tweaks
  depending on the agent’s field of expertise. The FBI also has
  SWAT teams, so the SWAT Team Member archetype works
  for them as well. For agents who work largely in advisory
  capacities for local law enforcement, the FBI Special Agent
  archetype below should cover most needs.
  FBI Special Agent (Tough Hero 2/Smart Hero 4/Dedi-
  cated Hero 4/Investigator 3): CR 13; Medium-size human;
  HD 2d10+2 plus 4d6+4 plus 4d6+4 plus 3d6+3; hp 62; Mas 13;
  Init +1; Spd 30 ft.; Defense 19, touch 19, flat-footed 18 (+1 Dex,
  +8 class); BAB +8; Grap +8; Atk +9 melee (1d6 nonlethal,
  unarmed strike); Full Atk +9/+4 melee (1d6 nonlethal,
  unarmed strike) or +10/+5 ranged (2d6, Glock 17) or +9/+4
  ranged (2d8, S&W M29); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-
  level contact, profile; AL law, FBI; SV Fort +7, Ref +5, Will +8;
  AP 6; Rep +5; Str 11, Dex 12, Con 13, Int 15, Wis 14, Cha 12.
  Occupation: Law enforcement (bonus class skills: Diplo-
  macy, Gather Information).
  Skills: Bluff +6, Computer Use +8, Demolitions +7, Diplo-
  macy +10, Disable Device +7, Drive +6, Forgery +9, Gather
  Information +11, Intimidate +6, Investigate +24, Knowledge
  (behavioral sciences) +7, Knowledge (business) +7, Knowl-
  edge (streetwise) +9, Listen +10, Profession +9, Read/Write
  English, Read/Write Language (any two), Research +5,
  Search +9, Sense Motive +12, Speak English, Speak Language
  (any two), Spot +5.
  Feats: Alertness, Armor Proficiency (light), Attentive,
  Brawl, Combat Expertise, Combat Throw, Defensive Martial
  Arts, Educated (Knowledge [behavioral sciences] and Knowl-
  edge [business]), Improved Disarm, Improved Combat
  Throw, Meticulous, Personal Firearms Proficiency, Point
  Blank Shot, Simple Weapons Proficiency.
  Talents (Tough Hero): Second wind.
  Talents (Smart Hero): Savant (Investigate), plan.
  Talents (Dedicated Hero): Empathy, intuition.
  Possessions: Glock 17 (9mm autoloader with concealed
  carry holster), 50 rounds of 9mm ammunition, S&W M29 (.44
  magnum revolver with concealed carry holster), 50 rounds
  of .44 caliber ammunition, steel handcuffs, digital camera,
  cell phone, notebook computer (with cellular modem),
  deluxe evidence kit, electro-optical binoculars, various gear
  and personal possessions. 
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  FEDERAL EMERGENCY
  MANAGEMENT AGENCY, THE
  The Federal Emergency Management Agency (FEMA) works
  to prepare for and respond to major civil emergencies and
  disasters throughout the United States, to reduce loss of life
  and property. FEMA coordinates disaster relief activities for
  such devastating events as earthquakes, hurricanes, floods,
  wildfires, and terrorist attacks. 
  Agenda: Anticipate and respond to disasters and major
  emergencies, with relief and reconstruction aid, and to
  protect the U.S. critical infrastructure.
  Structure: Disaster response and relief organization.
  Symbol: An eagle and shield, with the eagle holding in
  his beak a scroll bearing the motto “Pace ac bello
  merita” (“Service in Peace and War”), surmounted by a
  white equilateral triangle.
  Most Common Allegiance(s): FEMA or U.S. Govern-
  ment.
  Requisition Limit: 40 (restricted).
  Overview
  Although the federal government had a number of emer-
  gency-response organizations in place since the early 1800s,
  they were not united as one organization until President
  Jimmy Carter created the Federal Emergency Management
  Agency in 1979. FEMA’s mandate was to help the nation’s cit-
  izens prepare for and recover from disasters, including,
  potentially, nuclear war and the complete breakdown of the
  administrative chain of command. This consolidated several
  federal emergency agencies under FEMA’s authority: the
  Defense Civil Preparedness Agency; the Federal Disaster
  Assistance Administration; flood, riot, and crime insurance
  programs from the Department of Housing and Urban
  Development; the United States Fire Administration; the
  National Academy for Fire Prevention; and the Federal Pre-
  paredness Agency.
  A series of massive hurricanes and earthquakes in the
  1960s and 1970s pointed out the need for a cohesive plan
  to deal with catastrophes, which previously had been
  addressed largely on an “as-required” basis. This string of
  disasters made it clear that the U.S. government could
  conceivably spread the disaster-relief budget across too
  many different agencies, and that lives could be lost while
  money was being reallocated. When the dangers posed by
  nuclear power plant emergencies and hazardous chemical
  transportation were factored in, the count of federal agen-
  cies involved in disaster management topped 100, with
  countless programs overlapping at the state and local levels.
  In response to requests from the National Governor’s Asso-
  ciation, President Carter authorized the creation of a single
  umbrella organization to combine and coordinate all disas-
  ter-relief activities.
  FEMA is prepared to deal with a variety of natural and
  manmade disasters. In its early years, FEMA dealt with the
  discovery of chemical waste contamination in the Love
  Canal neighborhood of Niagara Falls, New York; the radia-
  tion accident at the Three Mile Island nuclear power plant;
  and the ongoing Cuban refugee crisis. FEMA later went on to
  provide relief in the wake of 1989’s Loma Prieta earthquake
  and the devastation caused by Hurricane Andrew in 1992.
  The end of the Cold War during this period also allowed
  FEMA’s director, James Witt, to reallocate personnel and
  resources away from civil defense into disaster relief.
  FEMA’s next big challenge arrived in September of 2001,
  with the terrorist attacks on the Twin Towers of the World
  Trade Center and the Pentagon building in Arlington, Vir-
  ginia. Coordinating with the newly created Office of Home-
  land Security, FEMA became responsible for ensuring that
  the nation’s corps of “first response” emergency personnel
  was properly trained and sufficiently equipped to deal
  with weapons of mass destruction. Billions of dollars of
  discretionary budget was allocated to FEMA to help the
  communities of the United States deal with the threat of
  terrorist attacks.
  Structure
  FEMA is one of the nation’s smaller agencies, consisting of
  only 2,500 employees, with a 5,000-person reserve force.
  The agency functions under the auspices of the Department
  of Homeland Security.
  Bases of Operation
  Headquartered in Washington, D.C., FEMA has regional
  offices in Boston, New York City, Philadelphia, Atlanta,
  Chicago, Denton (Texas), Kansas City, Denver, San Francisco,
  and Seattle.
  Resources
  The U.S. government funds FEMA through the Department
  of Homeland Security. Most of FEMA’s budget is in the form
  of discretionary funds, to be used in disaster relief efforts.
  Thus, although FEMA has a great deal of money for purposes
  of requisitions, requisitioning items is actually more diffi-
  cult unless the character is assigned to a current disaster-
  relief case. (Add +5 to the DC of the level check for
  requisitioning any item.) Additionally, FEMA is not a military
  organization by any means, and requisitions for weapons are
  simply not granted and, in fact, raise quite a few suspicions.
  Involving the Heroes
  FEMA has job openings like any corporation, so as long as
  the heroes have disaster management skills, they can
  easily find a place in the Federal Emergency Management
  Agency. The heroes could be regular employees or
  reservists, working as a first-response team (rushing to the
  scene of disasters and other emergencies), or as a threat-
  assessment task force (investigating possible threats to the
  public welfare).
  As it stands in the real world, FEMA is not a good choice
  for a villainous organization. It is an agency with a wholly
  humanitarian mission. In order to make FEMA something
  sinister, a GM could have the agency be a cover for a plot to
  seize control of the United States following a major disas-
  ter—perhaps even going so far as working to arrange such a
  disaster. A rogue faction of FEMA could be supplying ter-
  rorists groups (like al-Jambiya) with crucial information
  about America’s antiterrorism defenses, or even helping to
  provide them with visas and false identities. In return, the
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  terrorists would strike at key targets, allowing the rogue
  FEMA faction to take advantage of the chaos and confusion
  to implement a coup.
  Using FEMA
  Crisis management teams from FEMA should arrive on the
  scene whenever any single event creates a massive loss of
  life or property damage. Any sort of humanitarian relief
  effort would have a FEMA representative helping to coordi-
  nate various emergency services, if not actually in command
  of them. Otherwise, FEMA should really only appear when
  the heroes are in the vicinity of a public or governmental
  facility that is in need of crisis prevention—perhaps
  because the heroes are in the vicinity.
  If FEMA is to be an ally of the heroes, a rep-
  resentative could quietly provide them
  with information or material (most
  likely in the form of medical equip-
  ment or transportation) when-
  ever the heroes are working to
  aid the agency in some fash-
  ion. FEMA could also contract
  the heroes as sort of free-
  lance troubleshooters, going
  into dangerous situations
  to try to avert imminent dis-
  asters—in which case, FEMA
  would be more than happy
  to provide most non-weapon
  equipment the heroes might need.
  If the heroes appear at disaster
  sites repeatedly, FEMA inspectors could
  become suspicious. Should the heroes find
  themselves at odds with FEMA, they have little to
  fear from the agency itself unless the Department of
  Homeland Security becomes involved. This would bring the
  CIA, FBI, and the DOD into the picture, making life very
  difficult for the heroes. They could find themselves the
  subjects of an FBI manhunt—especially if the heroes are
  even accidentally responsible, or can be framed, for a major
  federal disaster.
  Learning about FEMA
  The heroes can gather data about FEMA with Gather Infor-
  mation, Knowledge (current events), or Research checks. The
  charts below represent the amount of detail that the heroes
  can collect using each method. In each case, success at
  beating a DC grants that DC’s information and all the infor-
  mation provided by any lower DC results. GMs might what
  to award slightly more information than what is provided
  depending on how much a player’s roll exceeded a given DC.
  At the GM’s discretion, other Knowledge skills might be
  used to reveal the same information.
  Gather Information
  A Gather Information check only turns up news of FEMA’s
  activities in the local area. Most people are only periph-
  erally aware of FEMA until they are personally affected
  by some kind of disaster. For example, despite being
  heavily involved in search-and-rescue and cleanup efforts
  after the September 11th attacks, FEMA’s participation was
  not widely publicized.
  DC 1: FEMA is the Federal Emergency Management
  Agency; they help with relief efforts, such as floods, forest
  fires, earthquakes, hurricanes, and so on.
  DC 5: FEMA organizes and coordinates the efforts of
  several emergency management organizations, such as the
  Red Cross. If FEMA is actively working in the local area, the
  hero can learn this as well.
  DC 10: The hero can learn the location and contact infor-
  mation for the FEMA office covering the region she is in.
  DC 15: The hero can learn whether or not FEMA has been
  alerted about an incident in the area, and roughly what sort
  of management efforts are likely to be taken.
  DC 20: The hero can learn exactly what
  efforts are being taken to handle an
  existent crisis in the area.
  DC 25: The hero can learn the
  names of FEMA personnel oper-
  ating in the area, and their
  contact information (if it’s
  been released to the public
  at all).
  Knowledge (CurrentEvents)
  A Knowledge (current events)
  check regarding FEMA repre-
  sents what a character might
  have picked up about FEMA’s
  activities through the usual media
  sources. Since FEMA’s participation in
  disaster relief is not nearly as newsworthy
  as the disaster itself, though, being aware of its
  involvement is often a matter of knowing which emergency
  services organizations fall under its jurisdiction.
  DC 5: The Federal Emergency Management Agency coor-
  dinates the activities of a large number of partner agencies,
  including the Red Cross.
  DC 10: The hero knows what FEMA’s current “hot spots”
  are, and why.
  DC 15: The hero knows roughly what emergency services
  are on the scene of a current emergency, or an emergency in
  the cleanup stage.
  DC 20: The hero knows roughly which FEMA agents are
  on the scene of a given emergency (as in which regional
  office is involved and, thus, which management team).
  DC 25: The hero knows how much of FEMA’s disaster
  relief funds have been allocated to a given emergency.
  DC 30: The hero has a good idea of the breakdown of
  relief fund allocation in a given emergency (as in how much
  is going to help individuals, how much to businesses, how
  much to public works, and so forth).
  Research
  Research checks represent what the hero can find out by
  checking out various news services, including FEMA’s own
  web page at www.fema.gov. This check provides informa-
  tion about FEMA’s policies and priorities, as well.
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  DC 1: FEMA’s website provides a number of documents
  relating to their policies and how to contact regional
  offices.
  DC 5: The hero can learn what FEMA’s current “hot spots”
  are, and why.
  DC 10: The hero can find out roughly what emergency
  services are on the scene of a given emergency (as in which
  regional office is involved, and thus, which management
  team).
  DC 15: The hero can learn roughly which FEMA agents are
  on the scene of a given emergency (as in which regional
  office is involved and, thus, which management team).
  DC 20: The hero can learn how much of FEMA’s disaster
  relief funds have been allocated to a given emergency.
  DC 25: The hero can estimate the breakdown of relief
  fund allocation in a given emergency (as in how much is
  going to help individuals, how much to businesses, how
  much to public works, and so forth).
  DC 30: The hero can learn where responsibility for a dis-
  aster is being laid, in a general way: human error, sabotage,
  terrorism, natural disaster, criminal negligence, and so forth.
  Members
  Employees of the Federal Emergency Management Agency
  are often drawn from other emergency services. Depending
  on the situation, a FEMA representative could be a Para-
  medic, a Firefighter, an ER Physician, a Mechanic, or even a
  Government Bureaucrat—the high-level version in each case
  (see Chapter Two for statistics). Unless the situation was
  particularly dangerous, none of these individuals would be
  carrying weapons.
  FINAL CHURCH, THE
  There is no proof that an international conspiracy of
  demon-worshipers exists—because its members, some
  highly placed, have erased all evidence of their existence.
  The Final Church is the ultimate conspiracy because its
  members all look perfectly normal and behave (publicly, at
  any rate) just like everyone else. They dabble in the arcane
  arts, however, seeking to gain material power in exchange
  for performing acts of unspeakable evil.
  Agenda: Destroy traditional religions and restore the
  worship of the dark gods.
  Structure: Worldwide conspiracy with members in all
  walks of life.
  Symbol: Black pentacle on a field of red.
  Most Common Allegiance(s): Evil, The Final Church.
  Requisition Limit: 10–35 (illegal).
  Overview
  The Final Church is an international conspiracy of hundreds
  of cults, including thousands of members, who seek to gain
  temporal power by granting access to Earth to extradimen-
  sional horrors called fiends. Members of the Final Church
  worship a variety of “elder gods”—powerful fiend master-
  minds who were driven from Earth by early Christian and
  Jewish holy men. These fiends seek ways to return to Earth
  and reestablish their dominion over humankind.
  Loosely organized, the Final Church has no single leader
  and no one true religion. Even its name is merely a conven-
  ient means for non-members to refer to the conspiracy; it
  is too scattered to have a single name. Realistically speak-
  ing, however, it almost certainly has at least one distinct
  sect for each bloodthirsty deity out of man’s early history.
  These cults are constantly competing for power and author-
  ity, and occasionally engage in brutal, bloody battles with
  one another.
  These disparate sects all have roughly the same goal,
  however: world domination, followed by ushering in a new
  age of darkness by creating a gateway through which their
  dread masters can return to Earth. However, world domina-
  tion is a tricky proposition, and their plots have failed time
  and again. Even Adolph Hitler, who came closer than anyone
  had since the Crusades, ultimately lost his ideological grip
  on his followers, and, consequently, their loyalty. Hitler and
  his director of propaganda, Heinrich Himmler, had been
  powerful acolytes of black magic, using human sacrifice and
  organized brutality to take control of Germany and found
  the Nazi party. Encouraged by their early successes in Poland
  and France, the Nazis pushed even harder, committing more
  and more atrocities to continue earning their dark lords’
  favor. But even the horrible evil of the Holocaust was not
  enough to persuade their dark lords to undo their failures at
  the Russian front, or to convince the Americans to stay out
  of the war after all, and their empire collapsed, dragging
  them down to Hell with it.
  Learning from the mistakes of the past, the modern Final
  Church follows a much more subversive agenda. First, they
  fill their victims with a paranoid fear of cults full of thrill-kill
  death squads, then use their connections in positions of
  authority to reassure the terrified populace that the slaugh-
  tered pets and mutilated cattle are all in their imaginations.
  Thus, citizens live in constant fear of escalated attacks or
  reprisals, but with the knowledge that going to the author-
  ities for help won’t make any difference.
  Final Church cults take many forms: the neighborhood
  “social club,” munching on punch and cookies upstairs and
  slaughtering infants in the basement; cycle gang thrill-
  killers, running amok all over the countryside, looking for
  lone travelers to abduct and abuse before gruesomely sac-
  rificing them; “thrash metal” rock band cultists, with their
  rebellious lyrics and outrageous lifestyles, seducing the
  nation’s youth into drug-fueled orgies of sex and sadism;
  corporate cults, where the wealthy and powerful have
  traded their humanity for even more wealth and power; and
  perhaps worst of all, day-care cults, where the people we
  trust with our children sexually and emotionally abuse
  them, then swear them to secrecy lest monsters devour
  their mommies and daddies alive.
  Structure
  The Final Church exists as a series of loosely connected cells
  all operating according to their individual means. Members
  inside a given community usually know one another, but
  could not identify members in an adjacent community. The
  leader of a given cell might know how to contact the lead-
  ers of other cells, but not actually know their names, or the
  nature of their cells or activities. Separation and secrecy
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  allow for the survival of the whole cult even if many cells
  are exposed or destroyed.
  Bases of Operation
  The Final Church has a variety of “bases,” none of which is
  particularly permanent, and certainly not easily identifiable.
  The smallest tend to be shrines in isolated woodland areas
  or darkened basement rooms in suburban homes. The
  largest can be “unused” floors of corporate offices or entire
  nightclubs devoted to the pleasures of excess (such as Club
  Diabolique, detailed in Chapter Two).
  Resources
  Although some members of the Final Church are quite
  wealthy, most are not so favored. Its members make do with
  what they have, and share, reuse, and recycle
  resources whenever possible. Members of
  the Final Church cannot so much “requisi-
  tion” equipment as scrounge it; the Requisi-
  tion Limit above represents what a single
  group can usually scrape together. The low
  end represents the average small cult cell,
  and the high end represents cults con-
  sisting of the wealthy and powerful.
  Involving the Heroes
  True heroes should never become part
  of the Final Church, except perhaps as
  infiltrators. The Final Church is devoted
  to abominable acts of evil; heroes, by
  their definition, are not.
  Campaigns involving the Final Church are
  much more satisfying if the heroes’ goal is to
  expose and destroy cells, one by one, until
  they have worked their way up to the cult’s
  depraved leaders. This sort of campaign
  lends itself to the idea of self-sufficient,
  outlaw heroes; as long as the cult exists, the heroes can
  never truly be certain that anyone they meet is not a secret
  member of the church out to sabotage their efforts. Simi-
  larly, a campaign pitting the heroes against the most
  depraved, malevolent people in the world gives the heroes
  a certain freedom. They needn’t ever question the morality
  of using potentially lethal force against cultists who abuse
  children, torture clergy for fun, and perform human sacri-
  fices to contact or channel demonic powers.
  Using the Final Church
  The Final Church is the ultimate conspiracy villain because
  its members are so well hidden: “We know they exist
  because they’ve so painstakingly erased all evidence of
  their existence.” Unfortunately, this makes them a little hard
  to introduce into a campaign, so the GM should present the
  heroes with incontrovertible evidence of their activities,
  first, followed by cultists trying to reclaim or destroy that
  evidence.
  Heroes who know of the Final Church face grave danger.
  They know it exists, and so they must be eliminated. Each
  attempt, though, exposes a little more of the cult and
  keeps the heroes’ momentum going: “If they’re trying this
  hard to stop us, we must be on the right track.” As the
  heroes advance, they progress from simple yet determined
  cultists to lethal killers, and from there to fiends sum-
  moned by the Final Church for the sole purpose of destroy-
  ing the heroes. Ultimately, the heroes could find
  themselves facing off against an archfiend (such as Baal,
  described under the “Fiend” entry in Chapter One) in a
  battle for the fate of the world.
  Learning About the Final Church
  Gathering data on the Final Church is a bit more difficult
  because the conspiracy is so well concealed. The Gather
  Information skill is useless, in fact, because those who actu-
  ally know something are part of the conspir-
  acy and therefore not talking. The heroes
  must rely on what they already know, or on
  conjecture based on what they have dis-
  covered. In each case, success at beating
  a DC grants that DC’s information and
  all the information provided by any
  lower DC results. GMs might what
  to award slightly more information
  than what is provided depending on
  how much a player’s roll exceeded a
  given DC. At the GM’s discretion,
  other Knowledge skills might be used
  to reveal the same information.
  Knowledge (Arcane Lore)
  Knowledge (arcane lore) checks don’t
  reveal much about the current workings
  of the Final Church. However, they can
  shed some light on the church’s history—
  sketchy as that is—and the foundations of
  its belief system.
  DC 1: Practitioners of so-called “black
  magic” believe that they can use magic to force demons to
  do their will.
  DC 5: Demons, or “fiends,” are notoriously hard to con-
  trol, and the difficulty grows based on how powerful they
  are. Those who summon them generally must bargain for
  their services, and the price usually includes depraved acts
  of evil carried out by the summoner.
  DC 10: Fiends are extradimensional beings, or “outsiders,”
  who enjoy performing acts of great evil. They take partic-
  ular delight in manipulating mortals into performing simi-
  lar acts, and there’s evidence that suggests it actually
  strengthens them.
  DC 15: Cults periodically spring up to strengthen the sum-
  moners’ “bargaining power.” Specifically, the more people
  performing evil acts, the more powerful the fiend they can
  entice into providing them some kind of service.
  DC 20: Extension of this logic is responsible for the large,
  many-celled cults. The power of the evil done by each cell
  feeds into the master cell, allowing them to summon and
  bargain with even more powerful fiends.
  DC 30: What cultists of this nature generally fail to
  understand is that the more evil a cult perpetrates in order
  to propitiate a fiend, the more power the fiend has over
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  that cult. Evil does not feed the fiend; the fiend is evil. What
  makes the fiend powerful is a flock of mortal fools willing
  to carry out foul deeds to earn its favor.
  Knowledge (Popular Culture)
  Rumors and hearsay feed the image of demonic cults in pop
  culture, leading the unwary into a false set of assumptions.
  Still, there is a degree of useful truth hidden among the
  speculations.
  DC 1: Demonic cults operate in rural areas all over the
  United States and Canada.
  DC 5: Worldwide, demonic cult activity is responsible for
  between 60,000 and 150,000 unsolved murders each year.
  In most cases, bodies are never found.
  DC 10: Blue-eyed, blond haired virgins are a favorite
  target, as are green-eyed, red-haired wantons—the younger
  the better, in both cases. Women matching these descrip-
  tions are sometimes abducted and forced to bear children,
  which are then sacrificed.
  DC 15: Cults can hide most of their activities by
  using black magic to cloud the minds of the police and
  the FBI.
  DC 20: Cult members have also infiltrated positions of
  power—city halls, police departments, schools, and so on—
  in every city. When witnesses report cult activity, these
  people carefully lose the reports, destroy the evidence, and
  otherwise work to discredit the accounts.
  DC 25: Cult members have even infiltrated the FBI, and
  they are responsible for the infamous FBI report that
  states that there is absolutely no evidence that demonic
  cults exist.
  Research
  Research checks represent compiled accounts from various
  news services, official reports, and research performed by
  the Catholic Church.
  DC 1: The FBI officially denies the possibility of the exis-
  tence of demonic cults in the United States and Canada.
  DC 5: Between 60,000 and 150,000 unsolved murders
  worldwide are attributed to demonic cult activity each year.
  DC 10: FBI agents assigned to investigate these cases
  often go missing or transfer to other duties without ever
  solving the cases.
  DC 20: FBI budget requests for more agents to investigate
  cult activity are denied year after year.
  DC 30: The Catholic Church has an office at the Vatican
  specifically devoted to researching and eradicating demonic
  cult activity.
  Members
  Cultists come from every segment of society; point your
  figure at a random archetype in this book or Chapter Eight:
  Friends and Foes of the d20 Modern Roleplaying Game,
  and that archetype can serve as a secret cult member. Thugs
  make excellent thrill-kill cultists, and politicians serve quite
  well as corporate cultists. Entertainers can be thrash-metal
  rocker cultists, while groups like Club Diabolique (in Chap-
  ter Two of this book) serve quite well as models for individ-
  ual cult cells. 
  GLOBAL NETWORK NEWS
  The Global News Network can finagle its way into nearly
  any d20 MODERN adventure as a mass-media titan deter-
  mined to bring the people of the world together by shed-
  ding light on the events that shape entire nations.
  Agenda: Proliferate knowledge about unjust government
  policies and human rights violations while secretly sup-
  porting the concept of global culture and global unification.
  Structure: Multinational news media corporation.
  Symbol: The letters “GNN” set above a projection map
  of the earth.
  Most Common Allegiance: GNN.
  Requisition Limit: 30 (licensed).
  Overview
  Anyone in the campaign with a television or access to the
  Internet should have heard of GNN. Global Network News
  took the world by storm at the end of the twentieth cen-
  tury. It seemed that overnight GNN suddenly had stations in
  nearly every country in the world. Free live webcasts in mul-
  tiple languages made GNN a truly global network. This in
  itself was noteworthy to the public and governments
  around the world, but the style of GNN’s reporting was
  shocking. Rather than rehashing the political spins, celebrity
  sound bites, and economic news common to other news
  agencies worldwide, GNN reported all its news live, on lo-
  cation, as it was happening. GNN seemed to have reporters
  with cameras present on every battlefield, at each human
  rights protest-turned-tragedy, and near every political deal
  soured by bribery and graft. They ran films of massacres,
  unjust executions, abusive police behavior, and illegal envi-
  ronmental damage; anything and everything that was ugly
  and evil in the world was suddenly on display with a push of
  a button or the click of a mouse. The network’s motto is
  “The world is watching, and the world will judge.” Govern-
  ments, private groups, and organized crime around the
  world quickly moved to censor GNN’s broadcasts, and some
  local stations were even bombed, but public backlash was
  instantaneous. Advocacy groups, environmental parties,
  human rights organizations, and impromptu groups of ordi-
  nary citizens made their feelings known through lobbying,
  protests, and bloody riots. For a tense six months, the world
  struggled with how to handle the GNN—and the GNN was
  there for every minute of it, cameras rolling.
  This “War for the Truth,” as the GNN dubbed it, had many
  casualties. Viewers witnessed GNN reporters sacrifice their
  lives while preserving their journalistic integrity in the line
  of duty. Other news organizations, at first stunned by the
  GNN and then dismissive of its tactics, increasingly found
  themselves under public pressure to support the brave
  reporters in their idealistic pursuit of pure journalism. If
  such support was withheld, the news organizations’ were hit
  by loss of viewership and by employees suddenly quitting
  to join GNN. In time, the established news organizations
  eased their censorship and derision of GNN and, for its part,
  the GNN softened its broadcasts, blurring horrific scenes
  and muting terrible sounds.
  Today, the GNN is one of the most trusted news organi-
  zations in the world. It is famous both for its devotion to
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  the unembellished truth and its drive to uncover wrongdo-
  ings. Although the GNN most often seems to take the side
  of liberalism, it displays vile actions taken on any side of a
  conflict. While one story might focus on the righteous
  plight protestors when a government violently cracks down
  on demonstrators, the next story may support a fascist gov-
  ernment whose politicians are being assassinated by terror-
  ists who claim to fight for democracy. 
  No one watches GNN to learn the latest stock market
  prices; they watch to learn about the troubles of the world
  and what they can do to become involved. Its uncensored
  look at the underbelly of the world earned GNN a place on
  the world stage, but over time, many people have come to
  realize that they’d rather not see it. This doesn’t perturb the
  courageous reporters of the GNN. They seek the truth
  regardless of the cost or who will listen. Knowledge is
  power, and members of the GNN are dedicated to empow-
  ering as many people as are willing to learn.
  Most GNN employees, however, do not realize that the
  network has an agenda beyond bringing live, relatively
  uncensored news to viewers worldwide. Only
  GNN’s top-level executives, the corpora-
  tion’s board of directors, and a few
  special operatives know the GNN’s
  true purpose.
  The Global Network News
  was created with the sole pur-
  pose of promoting and eventu-
  ally establishing a single world
  government. By exhibiting the
  flawed and self-centered policies
  promoted by all existing governments (as
  well as all opposition factions) and focusing
  world attention on troubles that no government has
  the power to control, GNN founders hope to seed as
  sense of dissatisfaction with the status quo and foment a
  popular demand for greater accountability and stability in
  global politics.
  Although the world believes that GNN reports all the
  news exactly as it happens, the truth is that the network
  engages in just as much editorializing as any other—perhaps
  more. Governments that promote actions the GNN leader-
  ship believes will lead toward globalization receive favor-
  able treatment, having GNN cameras present to show them
  in their best light. Worse than that, if a reporter is privy to
  illegal or immoral activities of a favored government, the
  on-air producers bury the video feed in favor of a more
  “newsworthy” event elsewhere. Incriminating photos of
  government officials, documents revealing biological weap-
  ons experiments, maps to the mass grave of massacred civil-
  ians, even evidence of attempted genocide have all been
  suppressed, lost, or destroyed. 
  Governments that take actions to oppose globalization
  find GNN reporters on the scene of every event that carries
  even a whiff of corruption, ineptitude, or cover up. GNN has
  never gone so far as to invent stories out of whole cloth,
  but they been accused of entrapment, coercion, and other
  disreputable tactics when producing a story on an organi-
  zation or government the network founders dislike.
  GNN uses many avenues to support globalization. It
  donates millions of dollars each year to secular private
  schools that promote ideologies that GGN supports.
  Through dummy companies, GNN supports the campaigns
  of politicians it favors and runs smear campaigns against
  those it opposes. It uses lobbying (and even outright
  bribery) to support motions for tariffless world trade and
  the unification of independent political states. Without
  GNN donations, many radically liberal institutions around
  the world would collapse.
  The leaders of Global Network News count religion,
  nationalism, patriotism, fundamentalism, political conser-
  vatism, communism, and laissez faire capitalism among the
  enemies they feel must be defeated in order for a global
  government to arise and have meaningful control. They
  believe that democracy, socialistic capitalism, and scientific
  inquiry are the only viable responses to an increasingly dan-
  gerous and unstable world. In their ideal model, a world
  government, elected by all citizens of the world, would
  manage the economy and safety of the planet. This world
  government would, they believe, usher in a
  utopian age. Education to any level would
  be free to all. Starvation would be
  eliminated by the shifting of sur-
  pluses. War would be outlawed,
  and anyone who engaged in it
  for any reason would be treated
  as a criminal. The world would
  have one economy so that
  resources could be distributed
  more evenly (and less parsimo-
  niously). In all, the leaders of the GNN
  expect such a global government to render
  the world a peaceful place where humankind can pursue
  science and art for the advancement and elevation of
  all people. 
  In order to reach GNN’s goal, the people of the world
  must first learn to be less insular and xenophobic, and
  become more open to new ideas. They must be willing to
  accept a culture and economy that supports everyone on
  earth equally. At least, that’s how it’s supposed to work. In
  reality, the high-powered members of the GNN’s inner circle
  are themselves divided into three camps—the idealists, the
  opportunists, and the megalomaniacs.
  The idealists believe in the vision as stated above. They
  are committed to this mission to ready the world for one
  government and to establish one global culture. It will, they
  know, take years—probably generations—to achieve, but
  without their efforts the goal might never be reached. They
  debate over the value of various aspects of philosophy and
  political thought, each trying to coax the theoretical “world
  culture” to suit his or her particular beliefs. Despite this pre-
  occupation with philosophy, the idealists can be ruthless in
  their command of GNN and their willingness to manipulate
  the network’s reporting. They are firm believers that the
  ends will eventually justify the means.
  The opportunists mostly consist of recent recruits into
  the inner circle—those who came from the ranks of execu-
  tives and clawed their ways to the top. These individuals
  don’t really believe GNN can do what it aspires. They abuse
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  the network’s power for personal gain. Some seek merely to
  make a great deal of money, while others use GNN’s
  resources to pursue personal vendettas, and still others use
  sensitive knowledge gained by GNN reporters to blackmail
  politicians and industrialists to promote some agenda com-
  pletely separate from the network’s. The opportunists must
  always be wary, lest the idealists discover their treachery
  and lack of faith in the company’s goals.
  The megalomaniacs are the most dangerous members of
  GNN. Even more unrealistic than the idealists, this small
  number of board members (counting both founders and
  new arrivals among their number) believe that a single
  global government might be established in their lifetimes.
  These power mongers want Global Network News to be
  more than an instrument to get people to form a single
  world government; they want GNN to be the hub from
  which it grows, and plan to use their positions as an inside
  track to leadership of the world. The megalomaniacs rarely
  share their plans or work together, but their machinations
  often push the boundaries of what means GNN is willing to
  take in pursuit of its goals. 
  Structure
  On the face, the GNN has the structure common to many
  global businesses. It has a board and a chairperson. Various
  local branches all over the world are led by presidents, com-
  mittees, and committee leaders that are subordinate to the
  main board. This organization serves Global Network News
  well in its day-to-day functions as a global media corpora-
  tion, but behind all of this is a shadow committee consist-
  ing of the founders and GNN members pulled from every
  level of the organization who know its secret agenda. These
  people guide the GNN’s coverage toward its goal of global
  unification. In addition, GNN’s founders retain a personal
  secret police force made up of disaffected spies and double
  agents pulled from governments all over the world. 
  GNN’s secret police ensures that shadow committee
  members don’t live long if they attempt to share their
  knowledge of GNN’s activities with outside agencies.
  Beholden only to GNN’s cause and the founders, they quash
  particularly volatile news stories by killing the reporters,
  destroying the evidence, and creating convincing stories for
  the reporters’ demises. Outside investigators who get too
  curious about GNN’s motives might also fall prey to “acci-
  dents” set up by secret police members. The group is
  referred to as “Color Bars” by the shadow committee mem-
  bers who know of it, in reference to the test pattern shown
  when there is nothing else being broadcast—a situation
  producers refer to as “dead air.”
  Bases of Operation
  GNN has many bases of operation all over the world. Rather
  than one major corporate house, GNN has seven smaller
  corporate offices, each serving a different portion of the
  world. North America, South America, Europe, Africa, Aus-
  tralia, Northern China, and the Middle East all are home to
  a major GNN office.
  GNN’s founders come from a dozen nations and meet in
  different secure locations for yearly meetings, communicat-
  ing via secured videophone and email the rest of the time.
  Shadow committee members typically meet sporadically in
  small groups, usually at legitimate GNN gatherings and
  media conventions. Decisions made at these meeting and
  conferences are filtered through the rest of the corporation.
  Global Network News maintains broadcast studios in
  most countries in the world. These studios hook up to the
  central GNN studio via satellite and broadcast locally in the
  major language of the area. Because most of the reporting
  that GNN does consists of live broadcasts from around the
  world, the studio’s job is mainly to provide segues between
  different stories and provide a semblance of the standard
  news format that viewers are accustomed to seeing. Each
  station employs a relatively large staff of translators who do
  real-time translation of the local feed into Arabic, Can-
  tonese, English, French, German, Hindi, Japanese, Russian,
  and Spanish so that other GNN stations can easily run the
  stories as they unfold. 
  Resources
  Taken as a whole, GNN possesses an astonishing amount of
  equipment, property, and capital, but for all practical pur-
  poses, ordinary members must rely on their studios’
  resources. These resources include recording and broad-
  casting equipment, civilian vehicles, small firearms and body
  armor for defense, funding for travel, and extra money or
  luxury goods to be used for bribes. Color Bars agents work
  directly for the founders and rely on them personally for
  equipment. Their supplies are provided by private funds so
  the costs don’t need to be accounted for in GNN’s books.
  Involving the Heroes
  Player characters can become involved with GNN in numer-
  ous ways. Their actions might draw the attention of the
  news media; if they undertake activities of note regularly, a
  GNN reporting crew might be permanently assigned to
  follow them for live broadcasts. Heroes, particularly inves-
  tigators and personalities, might work for GNN, unaware of
  its goals or its more unsavory methods. Alternatively, a hero
  might be a former GNN reporter, having become disillu-
  sioned after her reports were botched, lost, or passed over
  in preference to reports that better promoted the organiza-
  tion’s agenda. The heroes might even encounter the GNN’s
  ugly side directly: After discovering evidence of mass exe-
  cution of innocents or some other horror perpetrated by a
  GNN-supported government, the heroes might encounter
  Color Bar agents sent by a megalomaniac member of the
  GNN to cover up evidence of the tragedy.
  PC members of a GNN reporting crew might be called
  upon to enter a dangerous area or interview deadly crimi-
  nals. The GNN might equip heroes with hidden micro-
  phones and cameras for missions of stealth and surveillance,
  relying on them to queue a live broadcast at the appropri-
  ate time. Low-level heroes likely have no idea what the
  GNN’s goals are or what it aspires to. Mid-level heroes
  might have suspicions but no evidence. High-level
  heroes might know about and fight Color Bars, or alterna-
  tively, they might agree with GNN’s goals and be Color
  Bars themselves.
  PC members of GNN have access to all kinds of news
  equipment. They can requisition news vans with satellite
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  transmitters and the typical cameras, microphones, and
  lights of news media organizations. In addition, GNN regu-
  larly equips its reporters with body armor and sidearms for
  protection in dangerous areas. In war zones, GNN reporters
  might be given armored vehicles. GNN also outfits reporters
  for more stealthy reporting, providing tiny hidden cameras,
  microphones disguised as other objects, long range cameras,
  and other spying equipment.
  Using GNN
  The Global Network News Company provides a news organ-
  ization that can act for or against the heroes’ aims at virtu-
  ally any moment. GNN enjoyed early popularity because of
  its unflinching reporting and devotion to exposing corrup-
  tion and wrongdoing rather than politics, sports, and Holly-
  wood happenings, but this popularity has gradually waned.
  Although established as a major news organization, GNN
  subtly serves the needs of activists, philanthropists, and
  other groups that favor a single world government. Thus,
  Global Network News can be many things at many times. It
  might promote the heroics of the heroes one moment and
  report their failings the next. The GNN can be played as a
  valiant news organization, a corrupt company with a secret
  agenda, or a disturbing mixture of the two.
  Learning about GNN
  The heroes can learn about GNN in a number of ways. The
  following charts present some information and the DCs for
  skill checks to discover that information. Use these charts
  when the heroes encounter the GNN or use them as the
  basis for devising similar charts for specific adventures fea-
  turing Global Network News. In each case, success at beat-
  ing a DC grants that DC’s information and all the information
  provided by any lower DC results. GMs might what to award
  slightly more information than what is provided depending
  on how much a player’s roll exceeded a given DC. At the
  GM’s discretion, other Knowledge skills might be used to
  reveal the same information.
  Gather Information
  Making this check represents what information a hero can gain
  by questioning others. The difficulty of gaining this informa-
  tion will change depending on whom the hero canvases for
  information. If the hero is merely asking around a neighbor-
  hood for information, use the chart for Knowledge (popular
  culture) and increase all DCs by +5. If the character is schmooz-
  ing with news media professionals, use the chart below. 
  DC 1: GNN does good work, but their reporting style
  lacks sex appeal. GNN’s reporters’ hearts are in the right
  place, but they’re behind the times. You have to sell the
  news. People don’t want to turn on the TV and see tragedy
  every day. Once the novelty wears off, GNN will have to
  change their style to conform to the public’s desires.
  DC 5: GNN gets a lot of respect in most newsrooms. Most
  news organizations are trying to copy some of their tactics,
  but no one can do it quite as well.
  DC 10: GNN expects a lot from its reporters. Those who
  aren’t dedicated to GNN’s style need not apply. If you don’t
  give it all and make personal sacrifices, they’ll fire you. On
  the up side, the pay is almost half again as good as the rest
  of the industry.
  DC 15: GNN is a pain to deal with in the field. They can be
  aggressive and territorial about their live broadcasts.
  DC 20: GNN has let some big stories slip under the radar.
  The station managers might run some public interest piece
  about environmental damage when they have reporters
  ready to go live from the scene of a more serious issue, like
  proof of the sale of biological weapons. 
  DC 25: GNN is constantly hiring new field reporters.
  Some can’t hack it, some suffer burnout and switch careers,
  and others die on the job. Fortunately for GNN, there’s no
  shortage of idealistic, fanatic reporters or kids just out of
  college desperate to break into the industry. 
  DC 30: GNN has a program similar to a witness protec-
  tion program for some of its reporters. Apparently, their
  reporting so often gets their employees in trouble that the
  company has taken it upon itself to give reporters alterna-
  tive identities.
  DC 35: The GNN employs elite crews of super-reporters
  known as Color Bars. If you ask a GNN person about them,
  he’ll tell you he doesn’t know what you’re talking about, but
  some of them glance over their shoulder and look around
  before they say it.
  Knowledge (Current Events or Popular Culture)
  Making this check represents the knowledge a character
  might have about the GNN through observation of media.
  This check will rarely result in a hero gaining knowledge
  GNN wants to remain hidden. Some of these facts might
  become apparent by watching the GNN station, checking
  out its website, or other research. Many people untrained in
  Knowledge (popular culture) will know the information
  below DC 10.
  DC 1: GNN is a news station on cable television.
  DC 5: GNN is a news organization with branches all
  over the world. It has a popular website and appears on
  television in many countries.
  DC 10: GNN is devoted exposing wrongdoing of all
  kinds. It doesn’t report on sports, Hollywood, the stock
  market, or politics unless there’s some kind of illegal or
  immoral activity involved.
  DC 15: Like many news organizations, GNN tends to be
  liberal. This is mainly visible in reports slanted against
  nationalism and conservatism. However, traditional liberal
  issues (such as gun control and abortion) receive little
  reporting.
  DC 20: GNN is a decentralized company. It has no main
  base of operations. Instead, each country runs its own
  affiliate. Despite this diversity, GNN’s news coverage is
  practically uniform worldwide.
  DC 25: GNN was founded by wealthy individuals from
  many countries with the intent of creating the first multi-
  national news company. These individuals still control the
  company, but they stay out of the spotlight.
  DC 30: Although GNN seemed to appear overnight, it
  took its founders fifteen years to get the company up and
  running. Most of this time was devoted to developing an
  infrastructure for the company rather than gathering
  funding. The company’s founders provided ample capital.
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  DC 35: Conspiracy theorists and nationalistic militias
  worldwide propose that GNN is secretly an arm of the
  United Nations or World Trade Organization developed to
  help establish a new world order. Few people lend any cre-
  dence to these claims.
  Research
  This check represents what information a character can gain
  about GNN through looking online, research in libraries, and by
  filing through court documents. The difficulty of gaining this
  information might change depending on what method the
  hero uses to research and where he is researching. The DCs
  below represent what a character might find out if looking for
  general information about GNN. For adventure-specific infor-
  mation, the GM should set the DC based on those in this chart. 
  DC 1: GNN stands for Global Network News. The com-
  pany has branches all over the world.
  DC 5: GNN burst onto the global media scene with an
  emphasis on live broadcasts and an uncensored look at
  goings-on worldwide. After a flurry of controversy, they
  toned down their broadcasts, but most people still think of
  GNN as antiestablishment.
  DC 10: GNN has no main base of operation. Instead, it
  maintains offices all over the world. Each branch is
  autonomous, but all are beholden to a multinational board
  of its founders and investors who enforce the company’s
  vision and protect its integrity.
  DC 15: GNN isn’t making the kind of money one would
  expect. It’s unlikely to be a good investment for its founders
  unless the company survives for more than ten years. This
  doesn’t seem to bother most of GNN’s visible founders and
  investors; they seem as swept up in the company’s idealism
  as its field reporters.
  DC 20: Examining GNN’s reporting worldwide reveals a
  strange pattern. GNN seems to favor general globalization and
  socialism, but they don’t do this by running positive stories
  about these things. Rather, this preference is only apparent
  through the lack of negative reporting about these particular
  topics, despite any tragedies and injustices involved.
  DC 25: Although it receives no official funding, some indi-
  viduals involved in running the World Trade Organization,
  the United Nations, and the European Union are also
  involved with humanitarian organizations that donate large
  sums of money to GNN. The connection is tenuous at best,
  but it’s interesting to note that GNN rarely reports any
  wrongdoing on the part of these multinational groups.
  DC 30: A few GNN reporters have accused Global Net-
  work News of deliberately ignoring important stories that
  would be divisive or disruptive to a nation. These reporters
  have all been fired for cause, and the company dismisses
  such vague accusations as the rantings of disgruntled former
  employees. In one such case, a reporter claimed to have evi-
  dence of a grand GNN conspiracy to create a “new world
  order,” but she committed suicide, and investigators found
  no evidence of foul play and no facts to support her claim.
  DC 35: The hero gains access to the names and locations
  of GNN’s founders and leaders (something the company has
  always been hesitant to reveal). More than half of these
  individuals have been quoted as publicly endorsing the idea
  of the world being led by a single government.
  Members
  The GNN employs an enormous number of people all over
  the world. In addition to those in GNN’s direct employ, GNN
  uses many informers and whistleblowers to get its stories;
  these people are paid handsomely and usually have a great
  deal of loyalty to GNN.
  Many of the ordinaries listed in Chapter Eight: Friends
  and Foes of the d20 Modern Roleplaying Game make
  great members of GNN. GNN’s reporters can be well rep-
  resented by the reporter and private eye archetypes.
  The organization’s leaders could be politicians or dilet-
  tantes. Color Bars agents could be represented by bounty
  hunters, but they must be able to pass themselves off as
  news reporters.
  Sample Member
  The GM hero below represents a Color Bars agent. This
  agent could be the template for Color Bars agents, or it
  could be a major villain. Alternatively, this character could
  be used to represent a GM hero not involved with GNN.
  This character could be a bounty hunter, private detective,
  or government special agent.
  Mid-Level Color Bars Agent (Dedicated Hero 1/Charis-
  matic Hero 1/Fast Hero 2/Strong Hero 1/Infiltrator 3):
  CR 8; Medium-size human; HD 1d6+1 plus 1d6+1 plus 2d8+2
  plus 1d8+1 plus 3d8+3; hp 44; Mas 13; Init +3; Spd 35 ft.;
  Defense 21, touch 21, flat-footed 18 (+3 Dex, +8 class); BAB +3;
  Grap +4; Atk +4 melee (1d3+2 nonlethal, unarmed strike) or
  +4 melee (1d4+2, pistol whip); Full Atk +4 melee (1d3+2 non-
  lethal, unarmed strike) or +4 melee (1d4+2, pistol whip) or +7
  ranged (2d6, Glock 17 with suppressor); FS 5 ft. by 5 ft.; Reach
  5 ft; SQ Improvised implements, sweep; AL GNN; SV Fort +5,
  Ref +9, Will +4; AP 4; Rep +1; Str 12, Dex 17, Con 13, Int 13, Wis
  14, Cha 15.
  Occupation: Investigative (bonus class skills: Investigate,
  Research).
  Skills: Bluff +8, Craft (writing) +3, Diplomacy +6, Gather
  Information +7, Hide +15, Investigate +6, Knowledge (civics)
  +3, Knowledge (current events) +3, Knowledge (history) +3,
  Knowledge (popular culture) +3, Knowledge (streetwise) +3,
  Knowledge (tactics) +5, Listen +7, Move Silently +15, Profes-
  sion +4, Read/Write English, Read/Write Spanish, Research
  +4, Sense Motive +6, Sleight of Hand +7, Speak English, Speak
  Spanish, Spot +7.
  Feats: Advanced Firearms Proficiency, Attentive, Low Pro-
  file, Personal Firearms Proficiency, Point Blank Shot, Simple
  Weapons Proficiency, Stealthy, Trustworthy. 
  Talents (Dedicated): Skill emphasis (Bluff).
  Talents (Charismatic): Fast-talk.
  Talents (Fast): Increased speed.
  Talents (Strong): Melee smash.
  Possessions: Glock 17 (9mm autoloader with suppres-
  sor), cellular interceptor, night vision goggles, fake ID
  (DC 20), 35mm camera, film, portable satellite phone,
  portable video camera, notebook computer, cellular
  modem, standard binoculars, photojournalist’s vest, con-
  tractor’s field bag, handbag (standard range pack), various
  gear and personal effects.
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  GNN Studio
  The GNN Studio Map presents what a typical GNN regional
  office might look like. The studio serves as a central location
  where news stories generated both locally and abroad
  are collected, quickly reviewed, and then presented by the
  news anchors. Very little production takes place at the
  studio, as most news is broadcast live. The offices are always
  bustling with activity as translators are called to voice over
  incoming and outgoing newscasts as they happen. The
  building could also serve as the central building for a local
  news station not associated with GNN. With some alter-
  ation, this map could be used as the office building for any
  kind of company.
  1. Lobby: In addition to the comfortable couches and chairs
  that fill this grand lobby, numerous flatscreen televisions
  play GNN newscasts from around the world. Two recep-
  tionists work the desk, fielding calls and making certain
  non-employees are escorted when they pass through the
  double doors on either side of their post. Other doors lead
  to public restrooms where the local GNN newscast plays
  quietly on small flatscreen televisions in every stall.
  2. Public Men’s Restroom.
  3. Public Women’s Restroom.
  4. Security Office: Four security guards are stationed in
  this office, with at least one more patrolling the facility at
  all times. Cameras throughout the building reveal activities
  inside the GNN studio on two-dozen television screens.
  5. Meeting Room: All GNN meet-
  ing rooms are equipped for visual
  teleconferencing and multimedia
  presentations.
  6. Cubicles: This large room is filled with cubicles and the
  sound of frantic typing. Translators wear heavy headphones
  to block all noise except the broadcast they’re translating. 
  7. Men’s Restroom.
  8. Women’s Restroom.
  9. Employee Kitchen: This kitchen has cupboards, a dish-
  washer, a microwave, a doublewide industrial refrigerator,
  and several vending machines.
  10. Elevator: The elevator goes to from the basement
  garage to the roof, but a key is required for roof access.
  11. Stairway: The stairways are stacked one above the other
  and grant access from the basement garage all the way to
  the roof. Someone wishing to gain access to the roof must
  obtain the key from security.
  12. Makeup Room: In this room, hairstylists and makeup
  artists make certain news anchors and guests look their best.
  13. Shooting Lobby: This lobby is the main access to the
  news studios. In addition to television screens showing the
  studio broadcast, a red “On Air” warning light lets those
  who enter the lobby know whether it is an appropriate time
  to enter the studio set. Signs on the doors admonish
  entrants to be quiet.
  14. Control Room: This room is filled with television
  screens, control boards, and technicians wearing headsets.
  Here the director decides which camera angle to use and
  what news stories to run. The technicians monitor video
  feeds from remote locations, rout them to the proper trans-
  lation teams, and then reroute the translated versions to the
  on-air feed when told to do so.
  JP
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  FACTIONS
  NEWS STUDIO
  _____________________________
  _____________________________
  Scale: One Square = 5 Feet
  MAIN FLOOR
  UPPER FLOOR
  BASEMENT
  Ramp
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  News Van
  Car
  Sidewalk
  Pillar
  KEY
  KAULAZZ
  DESIGN & ENGINEERING
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  15. Set 1: On this set, up to four anchors provide segues
  between broadcasts, interpretations of events, and com-
  mentary. A large camera crew films the group from several
  angles (including close-ups of each individual) and a floor
  director prompts the anchors to look at the proper camera.
  Teleprompters are on the set but rarely used—GNN news
  anchors must be skilled improvisers.
  16. Set 2: This set sees use during interviews and other spe-
  cial presentations. It is normally divided into two sections:
  a casual interview area, and screen set where anchors can
  host a broadcast with a blue-screened scene behind them.
  For special broadcasts, these sets can easily be pulled down
  and changed.
  17. Production: This room serves as a production room. Indi-
  viduals in these rooms create any visual or audio effects a
  broadcast requires, and they input the live running text seen
  at the bottom of the local GNN broadcasts.
  18. Storage Room.
  19. Utility Closet.
  20. Large Vehicle and Delivery Garage: This garage
  accommodates delivery trucks and the large RV-style news
  vans when they aren’t being used to pursue a story.
  21. Computer Hub: This heavily locked and fortified room
  contains the computer servers for the building.
  22. Ramp: This ramp leads to and from the basement garage.
  23. Upstairs Lounge: This lounge lacks the otherwise ubiq-
  uitous television screens. This quiet and comfortable room
  is where employees can go to take a break from the hectic
  pace of 24-hour reporting.
  24. Lecture Hall: This room serves as a larger meeting room
  and lecture hall.
  25. Catwalks: This area is exposed to Set 1 and Set 2 below.
  Technicians control the lighting for the broadcasts from
  these black catwalks above the sets.
  26. Executive Office: An executive office is equipped with
  a wall of television screens, a large desk, and several chairs
  for visitors. Bookshelves and filing units line the walls.
  27. Utility Room.
  28. Parking Garage: This large parking garage holds news
  vans and many of the employees’ cars. Executives and on-air
  personalities have reserved spots near the elevators. When
  the garage is full, employees are required to park in an out-
  side lot.
  GREEN BRIGADE, THE
  The main objective of the Green Brigade is a virtually
  impossible task: stop the governments, corporations, and
  special interest groups of the world from destroying the
  world through their greed, inattentiveness, and lies. They
  see this as not merely a noble cause, but a righteous fight, as
  indicated by their motto, “The world is our mother and she
  cries out in pain. We are her last line of defense.” 
  Agenda: Save the ecology through whatever means
  necessary and destroy the organizations that are the worst
  offenders.
  Structure: Hundreds of independent 3-person cells scat-
  tered throughout the world, loosely guided by a master cell.
  Most Common Allegiances: Nature, chaos, socialism,
  communism.
  Requisition Limit: 24 (restricted).
  Overview
  As the world’s ecology comes under assault by pollution, pop-
  ulation growth, urban sprawl, and the wanton rape of
  resources, it has become increasingly obvious that humanity’s
  presence on the planet is having a seriously detrimental effect.
  Every day, scientists utter dire warnings of imminent ecologi-
  cal disasters—drought devastating farmland worldwide, mas-
  sive forest fires consuming fragile woodlands, and the melting
  of huge portions of ice from the Antarctic shelf. Despite these
  warnings, the governments and corporations of the world give
  little heed and continue blindly harvesting everything in sight
  and polluting the earth, water, and air. In the minds of the
  silent majority, little can be done to stop the devastation.
  However, others watch the destruction with a critical eye and
  will do anything in their power to stop the killing of the
  planet. The Green Brigade is one such organization.
  Drawing its roots from a collection of peace activists,
  environmentalists, and left-leaning radicals from the 1960s
  and 1970s, the Green Brigade was formed to take an extreme
  (and often violent) approach to stopping the forces that
  they believe are responsible for Earth’s devastation. They
  have often been associated with Greenpeace, and indeed,
  many of their numbers originated with that group, but the
  Green Brigade considers Greenpeace’s actions ineffectual
  and far too passive to have the necessary impact. In the eyes
  of most governments and corporations, members of the
  Green Brigade are nothing more than anarchists and terror-
  ists. They are equally despised by organizations dedicated
  to peace, that believe these violent and militant actions are
  just as atrocious as those performed by the groups that they
  claim to be fighting against. Still, the Green Brigade has
  many supporters who quietly provide aid and information.
  The leadership of the Green Brigade consists of three
  individuals, known as Cell Abel. The members of Cell Abel
  are Ali Imad, George Santiago, and Michelle Saunders, all of
  whom have withdrawn from public life and dedicated their
  time to the cause. Ali Imad is a refugee from Syria, wanted
  for the bombing of NATO facilities in Europe. George Santi-
  ago was a famous author and scientist dismissed from MIT
  after a particularly controversial paper that implicated the
  U.S. government in a scheme to deliberately increase the
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  cancer rate among its citizens through pollution. Michelle
  Saunders is the de facto head of the Green Brigade—a radi-
  cal feminist and daughter of a member of Parliament in the
  United Kingdom. 
  The Green Brigade consists of hundreds (perhaps thou-
  sands) of local cells. Each cell is composed of three people,
  each of whom has a contact with another cell somewhere
  else in the world. The other cell members are unaware of
  what cells each has contact with, doing their utmost to
  keep this information completely secret. The members of
  an individual cell are forbidden from living with one
  another and must meet in a public place. Such precautions
  make it more difficult for the police or other forces to
  locate and spy on the cell’s activities. From time to time,
  capable (and even highly effective) cells are broken up and
  the members assigned to new cells. This allows new
  members to be paired with experienced activists,
  and prevents any one group from becoming so
  highly skilled that it no longer feels sub-
  servient to the Brigade as a whole. 
  The Green Brigade has an extensive net-
  work of informants and whistleblowers in
  government agencies, corporations, the
  media, and nonprofit groups. They are par-
  ticularly active on the World Wide Web,
  gleaning from it as much information as they
  can about their targets. These informants
  include scientists, journalists, social servants,
  engineers, and government bureaucrats, who
  pass along bits of information through the dis-
  jointed grapevine that the Green Brigade uses.
  Some of the typical activities of the Green Brigade
  include the following:
  • Destroying or disabling oil tankers and oil process-
  ing facilities
  • Bribing officials to keep dirty power plants from being
  built
  • Kidnapping, extorting, blackmailing, or murdering
  key officials in major corporations and government
  agencies
  • Releasing captured animals from zoos and medical
  research laboratories
  • Killing or driving away poachers of endangered species
  • Blowing up major engineering projects, such as dikes
  and dams
  • Disseminating incriminating documents to the public
  about ecological crimes committed by the govern-
  ment and large corporations
  • Disrupting or hijacking radio and television broadcasts
  • Establish ties with other leftist and radical groups
  willing to assist the Green Brigade’s cause
  The Green Brigade’s methods have grown increasingly vio-
  lent and destructive over the years. The leaders of the group
  feel that time is running out, both for the Earth and for their
  cause, thus giving increased justification to their methods.
  The longer a member is involved with the Green Brigade, the
  more likely that she will be asked to do something extreme,
  such as kidnapping, arson, or even murder. Cells have begun
  to train in firearms and squad tactics, allowing them to con-
  duct military-style raids on their targets. 
  To ensure success, Cell Abel keeps the membership awash
  in a steady flow of propaganda and praise for radical behav-
  ior, and they turn any members killed in action into martyrs.
  This fuels the rank-and-file members of the Green Brigade
  with an almost religious zeal and a willingness to attempt
  dangerous or self-sacrificing tasks. Most members are per-
  fectly willing to die for Mother Earth, and many Green
  Brigade actions are designed as suicide missions. 
  The Green Brigade has ties to various other groups that are,
  in the eyes of the law, terrorist or extremist organizations.
  Some of these connections might seem ill-advised at best and
  ludicrously self-defeating at worst—a few cells in the United
  States have affiliations with the Ku Klux Klan and various white
  supremacy groups, while others have connections within the
  Army Corps of Engineers. In reality, the Green Brigade doesn’t
  care much about the social impact of their alliances; all they
  care about are the results they get through their partner-
  ship with the groups—politics be damned.
  Rumors abound, however, that the Green
  Brigade is nothing more than a false front,
  established by the government or some
  coalition of corporations, as a way to put a
  bad face to the Environmentalist Move-
  ment by painting them as criminals.
  This reaction to the Green Brigade’s
  actions has enabled many special inter-
  est groups to ramrod legislation through
  Congress, eroding free speech, the right to
  demonstrate, and civil disobedience. The
  members of Cell Abel vehemently deny these
  allegations, but because of their legal status, can
  do little to fight the slander.
  Structure
  The Green Brigade has organized itself into a cell struc-
  ture. This method ensures that if one cell is arrested or
  killed in action, the rest of the Brigade can continue to func-
  tion with little or no disruption to the greater cause. 
  Each cell acts independently, taking on whatever missions
  its members deem necessary, occasionally working with other
  cells if more manpower is required. Of course, such compart-
  mentalization has its disadvantages. For one thing, the dissem-
  ination of information between cells is slow and sometimes
  spotty, as each bit of information slowly makes its way
  through the twisting chain of communication. This also means
  that some information arrives to a cell far too late, forcing
  each cell to be as resourceful an independent as possible. 
  The Green Brigade is extremely active on the Web, using
  the Internet as its information distribution source of choice.
  Members have established a secret network of sites and
  message boards, collectively known as the Green Net. Even
  in this supposedly safe environment, messages are coded as
  heavily as possible and users make use of the latest encryp-
  tion technology to keep their dialogue from prying eyes. As
  yet, the governments of the world have been unsuccessful
  in breaking the codes that members of the Green Brigade
  use to encrypt their messages. If a cell suspects it is being
  monitored, it uses old-fashioned methods such as couriers,
  parcels, and coded messages through graffiti, billboards, and
  classified ads to get information out to other cells.
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  Green Brigade recruits must be sponsored by a member in
  good standing, then go through a rigorous screening process.
  If accepted as a potential member, the recruit receives a
  single green card in the mail. Written on the card is a tele-
  phone number. If the recruit calls the number, she will be
  given her first task to perform in the name of the Green
  Brigade. This task will be an easily accomplished, often
  embarrassing task (similar to those demanded of college stu-
  dents pledging a fraternity), but the results are carefully and
  discreetly monitored by two or more Brigade members. After
  several months of performing “easy” tasks, such as leaflet
  campaigning, door-to-door canvassing, surveillance of target
  sites, picketing, and other low-risk activities, the recruit is
  given a much harder task. These tasks include spiking trees
  slated for harvest by loggers and disabling trucks belonging to
  chemical companies. If the recruit succeeds and is not 9as far
  as anyone can tell) a government agent, she is given the status
  of a full member and assigned to a newly formed cell.
  Cell Abel is the head of the organization and sets the
  agenda for the Green Brigade. It is the only exception to the
  usual rules of the cell structure. All three members work and
  live together, making their headquarters onboard a fishing
  vessel called the Vigilant (see below). Although the leaders
  are aware of the members, histories, and assignments of
  every cell in the organization, Cell Abel officially connects
  to only three cells, called Cell Bethany, Cell Billy, and Cell
  Benson. There are nine cells led by the B Cells—Cell Charlie,
  Cell Carlos, Cell Christine, and so forth—and each subse-
  quent layer of cells is likewise grouped alphabetically. This
  provides members with an easy way to tell how high or low
  they are in the organization’s hierarchy.
  Resources
  As a loosely organized group, the Green Brigade does not
  have much in the way of resources to offer to its members.
  Information is passed along to cells, and they are allowed to
  act on it as they see fit. Stolen, illegally purchased, or bor-
  rowed equipment can sometimes be obtained through the
  network, including weapons (mostly pistols and legal lon-
  garms, but occasionally military firearms or explosives). A
  favorite tactic of the Green Brigade is to steal equipment
  (generally software, hardware, and vehicles) from the very
  groups that they oppose, then use these items against them.
  A cell can send out a request for information or goods
  through the Green Net or through their contacts among
  other cells. It typically takes 1d10 days for a request to reach
  the intended party and another 1d10 days for a response.
  Getting equipment follows the requisitioning rules
  described in Chapter Four: Equipment of the d20 Modern
  Roleplaying Game, but all requests incur a +5 increase to
  the DC and require an additional 1d6 days to complete the
  communication and transaction. 
  Learning About the Green Brigade
  The heroes can learn about the Green Brigade in any of sev-
  eral ways. The following charts present some information
  and the DCs for skill checks to discover that information. Use
  these charts when the heroes first encounter the Green
  Brigade or devise similar charts for future adventures. In each
  case, success at beating a DC grants that DC’s information
  and all the information provided by any lower DC results.
  GMs might what to award slightly more information than
  what is provided depending on how much a player’s roll
  exceeded a given DC. At the GM’s discretion, other Knowl-
  edge skills might be used to reveal the same information.
  Gather Information
  A Gather Information check represents the facts that a hero
  can gather by talking with members of local “green” groups
  such as the Sierra Club, Greenpeace, and World Wildlife
  Fund. If the hero is simply asking citizens at large, the GM
  may increase the DCs by +5 or more.
  DC 1: The Green Brigade is a terrorist group.
  DC 5: The Green Brigade is an extremist environmentalist
  group of radicals that are against polluters, corporations,
  and most of the governments of the world.
  DC 10: The Green Brigade is responsible for some of the
  most violent and spectacular acts of ecoterrorism that the
  world has ever seen. Their objective is the destruction of
  most major corporations and governments.
  DC 15: The Green Brigade has masterminded the kidnap-
  ping, assault, and murder of several key government offi-
  cials, scientists, and corporate brass in the past decade, and
  the number of incidents is currently on the rise.
  DC 20: The Green Brigade was formed through the com-
  bination of a variety of radical socialist, communist, and
  environmental groups. They have cells scattered around
  major cities throughout the world.
  DC 25: The Green Brigade has ties to a number of legiti-
  mate organizations, which secretly provide Green Brigade
  cells with aid and information. 
  DC 30: The Green Brigade is led by a master cell, called
  Cell Abel. It is composed up of three political dissidents and
  radical environmentalists from America, Britain, and Syria. 
  DC 35: The Green Brigade recruits primarily from student
  and environmentalist groups, but has allies within various
  national governments, including those of the United States,
  Great Britain, and France.
  Research
  This represents information a hero can amass through news-
  papers, websites, and private sources for ecological news. If
  the hero has dealt with the Green Brigade before, or has
  some reason to know which websites and Usenet groups
  the organization frequents, the GM may award a +2 insight
  bonus to the check.
  DC 1: The Green Brigade is radically environmentalist.
  DC 5: The Green Brigade opposes most industrialized
  nations. Its members are unknown, but are all considered
  criminals.
  DC 10: The Green Brigade’s membership is made up of
  mostly young and idealistic radicals, drawn mostly from stu-
  dents.
  DC 15: The Green Brigade’s tactics have grown increas-
  ingly violent in recent years, and seem to be leading up to
  something big.
  DC 20: The Green Brigade is divided into cells. This struc-
  ture allows the organization to remain intact if one or more
  cells are compromised. There is some rationale to the
  naming of the cells, but no one is sure what exactly it is.
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  DC 25: Despite its seemingly random attacks, there is a
  pattern to the Green Brigade’s actions that show it spiraling
  closer to the governments of the world, possibly with the
  intent of destabilizing these governments in the name of
  freedom for the planet.
  DC 30: The Green Brigade’s main base of operations is
  mobile—possibly a ship, a truck, or some other vehicle,
  allowing its leaders to remain beyond the reach of govern-
  ments seeking to decapitate the organization.
  DC 35: The Green Brigade may be a pawn of the very gov-
  ernments that they oppose so strongly, and many crimes
  have been committed in their name.
  Green Brigade Member
  Below is a typical Green Brigade member that the heroes
  might encounter out in the field. Unlike many organizations,
  the Green Brigade draws from every walk of life—blue-
  collar workers, students, Wall Street brokers, and others—
  making the idea of a “typical” member hard to pin down.
  Most members are young, radical, motivated, and fiercely
  dedicated to the cause.
  Typical Green Brigade Member (Dedicated Ordinary 2/
  Tough Ordinary 2): CR 3; Medium-size human; HD 2d6+4
  plus 2d10+4; hp 28; Mas 14; Init +0; Spd 30 ft.; Defense 14,
  touch 14, flat-footed 14 (+4 class); BAB +2; Grap +1; Atk +1
  melee (1d3–1 nonlethal, unarmed strike); Full Atk +1 melee
  (1d3–1 nonlethal, unarmed strike) or +1 melee (1d6, rifle butt)
  or +2 ranged (2d6, Colt M1911) or +2 ranged (2d6, Uzi); FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL Green Brigade, nature, chaos; SV Fort
  +6, Ref +0, Will +5; AP 0; Rep +0; Str 8, Dex 10, Con 14, Int 12,
  Wis 16, Cha 13.
  Occupation: Student (bonus class skills: Knowledge
  [current events], Research).
  Skills: Bluff +3, Climb +1, Concentration +4, Demolitions
  +2, Drive +2, Gather Information +3, Intimidate +3, Knowledge
  (civics) +4, Knowledge (current events) +5, Knowledge (pop-
  ular culture) +3, Listen +5, Profession +5, Read/Write English,
  Research +4, Sense Motive +6, Speak English, Spot +5.
  Feats: Low Profile, Personal Firearms Proficiency, Simple
  Weapons Proficiency.
  Possessions: Uzi (9mm submachine gun), 50 rounds of
  9mm ammunition, Colt M1911 (.45 autoloader), 50 rounds
  of .45 caliber ammunition, fatigues, day pack, ski mask,
  walkie-talkie.
  Cell Abel
  Cell Abel is the group that leads the Green Brigade, setting
  the ideological course for the organization and picking the
  companies and individuals that each cell will target. From
  their headquarters aboard the Vigilant, Cell Abel sends
  communiqués to the other cells, providing them with
  enough information to carry the fight forward.
  Michelle Saunders (Dedicated Hero 3/Charismatic
  Hero 6/Investigator 3): CR 12; Medium-size human; HD
  3d6 plus 6d6 plus 3d6; hp 42; Mas 11; Init +1; Spd 30 ft.;
  Defense 20, touch 17, flat-footed 19 (+1 Dex, +6 class, +3
  undercover vest); BAB +7; Grap +6; Atk +6 melee (1d3–1 non-
  lethal, unarmed strike) or +9 melee (2d6–1/19–20, katana);
  Full Atk +6/+1 melee (1d3–1 nonlethal, unarmed strike) or
  +9/+4 melee (2d6–1/19–20, katana) or +8/+3 ranged (2d6,
  SITES M9) or +9/+4 ranged (2d6, HK MP5K); FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ contact (low-level), profile; AL Green
  Brigade, nature, chaos; SV Fort +6, Ref +7, Will +8; AP 6; Rep
  +2; Str 9, Dex 13, Con 11, Int 14, Wis 17, Cha 18.
  Occupation: Investigative (bonus class skills: Gather
  Information, Knowledge [earth and life sciences]).
  Skills: Bluff +11, Computer Use +6, Craft (writing) +7,
  Demolitions +5, Diplomacy +14, Disable Device +5, Disguise
  +11, Forgery +6, Gather Information +13, Intimidate +9, Inves-
  tigate +10, Knowledge (civics) +9, Knowledge (current events)
  +7, Knowledge (earth and life sciences) +7, Listen +11, Profes-
  sion +6, Read/Write English, Read/Write German, Research
  +7, Search +4, Sense Motive +13, Speak English, Speak
  German, Spot +7.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light), Deceptive, Defensive Martial Arts, Exotic Weapon Pro-
  ficiency (katana), Iron Will, Low Profile, Personal Firearms Pro-
  ficiency, Point Blank Shot, Simple Weapons Proficiency,
  Trustworthy, Weapon Finesse (katana), Weapon Focus (katana).
  Talents (Dedicated Hero): Empathy, improved aid
  another.
  Talents (Charismatic Hero): Coordinate, inspiration,
  greater inspiration.
  Possessions: HK MP5K (9mm submachine gun), SITES M9
  (9mm autoloader with concealed carry holster), 50 rounds
  of 9mm ammunition, mastercraft katana, undercover vest,
  digital camera, casual outfit, coat, fake ID, cell phone, laptop
  computer.
  Thirty-year-old Michelle has a dry wit and earthy charm.
  Her curly black hair is kept short, and she prefers t-shirts
  and jeans to more formal attire. She wears sporty, octago-
  nal-rimmed glasses and is rarely seen without a firearm or
  cell phone in hand. Michelle was born and raised in Hong
  Kong. At age eighteen, she and her family relocated to Eng-
  land, but Michelle soon dropped out of school and returned
  to the Far East, touring Japan and falling in love with the
  Japanese culture. By the time she returned to England,
  Michelle had become completely disenfranchished with
  western culture. She met George Santiago and Ali Imad
  online, and the rest is history.
  George Santiago (Smart Hero 6/Dedicated Hero 6): CR
  12; Medium-size human; HD 6d6 plus 6d6; hp 42; Mas 10; Init
  +1; Spd 30 ft.; Defense 19, touch 16, flat-footed 18 (+1 Dex, +5
  class, +3 undercover vest); BAB +7; Grap +7; Atk +7 melee (1d3
  nonlethal, unarmed strike); Full Atk +7/+2 melee (1d3 non-
  lethal, unarmed strike), +7/+2 melee (1d6, rifle butt), or
  +8/+3 ranged (2d6, Glock 17), or +9/+4 ranged (2d6, HK MP5);
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL Green Brigade, nature, chaos;
  SV Fort +5, Ref +5, Will +9; AP 6; Rep +1; Str 10, Dex 13, Con 10,
  Int 19, Wis 16, Cha 12.
  Occupation: Academic (bonus class skills: Computer Use,
  Knowledge [civics], Knowledge [earth and life sciences]).
  Skills: Computer Use +15, Concentration +4, Craft (chem-
  ical) +20, Craft (electronics) +14, Craft (mechanical) +12,
  Craft (writing) +9, Demolitions +18, Diplomacy +5, Disable
  Device +14, Drive +5, Forgery +12, Knowledge (civics) +13,
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  Knowledge (current events) +11, Knowledge (earth and life
  sciences) +15, Knowledge (physical sciences) +13, Knowledge
  (tactics) +9, Knowledge (technology) +9, Listen +10, Profes-
  sion +9, Read/Write English, Read/Write Spanish; Repair
  +14, Sense Motive +9, Speak English, Speak Spanish, Spot +9,
  Treat Injury +9.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light), Burst Fire, Cautious, Combat Expertise, Double Tap,
  Educated (Knowledge [civics], Knowledge [earth and life sci-
  ences], Knowledge [physical sciences], and Knowledge [tac-
  tics]), Low Profile, Personal Firearms Proficiency, Point Blank
  Shot, Simple Weapons Proficiency, Weapon Focus (HK MP5).
  Talents (Smart Hero): Savant (Craft [chemical]), plan,
  exploit weakness.
  Talents (Dedicated Hero): Cool under pressure, faith,
  skill emphasis (Demolitions).
  Possessions: HK MP5 (9mm submachine gun), HK MP5K
  (9mm submachine gun), Glock 17 (9mm autoloader), 50
  rounds of 9mm ammunition, casual outfit, multitool, binoc-
  ulars, basic mechanical repair kit.
  Following his dismissal from MIT, 45-year-old author and
  scientist George Santiago retired to London, England and
  launched Greenline, an online newsletter dedicated to
  exposing various nations’ ecological crimes. Santiago was
  criticized widely for his inflammatory editorials on “justifi-
  able ecoterrorism,” and he fled to mainland Europe to
  escape the media spotlight. Through Greenline, Santiago
  was able to make contact with hundreds of like-minded
  individuals, including Michelle Saunders and Ali Imad.
  Santiago is a small, portly man with salt-and-pepper hair
  and a trimmed goatee. He wears scholarly tweed suits and
  green baseball caps, and he fancies himself a tea and wine
  connoisseur.
  Ali Imad (Fast Hero 3/Tough Hero 3/Daredevil 6): CR 12;
  Medium-size human; HD 3d8+12 plus 3d10+12 plus 6d10+24;
  hp 112; Mas 18; Init +7; Spd 30 ft.; Defense 23, touch 23, flat-
  footed 20 (+3 Dex, +10 class); BAB +7; Grap +7; Atk +9 melee
  (1d8 nonlethal, unarmed strike); Full Atk +9/+4 melee (1d8
  nonlethal, unarmed strike), or +10/+5 ranged (2d8, Beretta
  M3P), or +10/+5 ranged (2d6, Colt Double Eagle); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ Action bonus, adrenaline rush (one abil-
  ity score), fearless, nip-up; AL Green Brigade, nature, chaos;
  SV Fort +14, Ref +8, Will +4; AP 6; Rep +1; Str 10, Dex 16, Con
  18, Int 13, Wis 10, Cha 12.
  Occupation: Adventurer (bonus class skills: Demolitions,
  Disable Device).
  Skills: Concentration +10, Demolitions +7, Disable Device
  +4, Drive +9, Hide +11, Intimidate +5, Jump +9, Knowledge
  (civics) +3, Knowledge (current events) +6, Knowledge
  (streetwise) +4, Listen +2, Move Silently +11, Pilot +9, Profes-
  sion +2, Read/Write English, Read/Write Farsi, Sleight of
  Hand +7, Speak English, Speak Farsi, Spot +2, Swim +4,
  Tumble +9.
  Feats: Acrobatic, Advanced Firearms Proficiency, Brawl,
  Endurance, Great Fortitude, Improved Brawl, Improved Ini-
  tiative, Low Profile, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Stealthy, Surface Vehicle Operation
  (powerboats).
  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Talents (Tough Hero): Remain conscious.
  Possessions: Beretta M3P (12-gauge shotgun), 50 rounds
  of 12-gauge buckshot ammunition, Colt Double Eagle (10mm
  autoloader), 50 rounds of 10mm ammunition, casual
  clothes, walkie-talkie, night-vision goggles, cell phone,
  climbing gear, ski mask.
  Ali Imad is a lifelong sportsman and outdoorsman who
  enjoys fast cars, fast boats, and fast women. Tall, dark, and
  slim, he considers himself quite the ladies’ man, although his
  self-infatuation and crude sense of humor turn off most of
  the people he meets. He also has some disturbing fetishes
  and collects S&M magazines. His favored attire includes
  white shirts, khakis, and sandals.
  The Vigilant
  The members of Cell Abel have set their base of operations
  on a commercial fishing vessel called the Vigilant. So far, no
  one suspects that the plain looking vessel is the headquar-
  ters of the Green Brigade. To maintain the illusion, the Vig-
  ilant is still a working vessel, heading out to sea during the
  fishing season, albeit with a smaller crew than normal and
  catching fewer fish than normal. During the off-season, the
  Vigilant sails from port to port, keeping on the move to
  avoid drawing undue attention to itself. 
  On the surface, the Vigilant appears as a normal fishing
  trawler. It is 110 feet long and has a crew of five people,
  three of whom are the members of Cell Abel. The other
  two are the captain and the boat’s engineer. A Knowledge
  (technology) check (DC 15) or Spot check (DC 20) reveals
  that the Vigilant has far more antennae, radar dishes, and
  other electronics than would normally be found on a simple
  fishing vessel.
  If the Vigilant is attacked, the members of Cell Abel
  defend it with their lives. The boat carries an enormous
  cache of weapons, and the fuel tanks are rigged with explo-
  sives linked to a radio detonator that goes off when one of
  the members speaks the word “apocalypse” into the radio.
  The exploion scuttles the ship and deals 12d10 points of
  damage to everyone on board; a successful Reflex save (DC
  15) halves the damage.
  Vigilant (120-foot fishing trawler): Crew 5; Passengers
  3; Cargo 2,500 lb.; Init –6; Maneuver –6; Top Speed 55 [5];
  Defense 2; Hardness 5; hp 40; Size C; Purchase DC 41;
  Restriction Lic [+1].
  1. Pilot House and Upper Patio: The bridge of the Vigilant
  contains a radio, radar, depth finder, GPS receiver, and all the
  necessary equipment required to run the ship. It also has a
  comfortable and spacious sitting area in the rear cabin, with
  a table and bench couches. Behind the pilot house, a patio
  overlooks the aft deck, which has a small table (bolted to
  the floor) and four chairs. A sawed-off shotgun is hidden
  beneath the main control panel (DC 20 Search check to
  locate), and a set of rangefinding binoculars hangs on the
  wall nearby.
  2. Foredeck: The main deck has a variety of nets,
  crabbing cages, ropes, and other fishing gear. When the
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  THE  VIGILANT
  _____________________________
  _____________________________
  _____________________________
  Scale: One Square = 5 Feet
  88
  82
  81
  81
  83
  84
  85
  89
  810
  811
  87
  86
  MAIN DECK
  LOWER DECK
  TOP DECK
  1. Pilot House and Upper Patio
  2. Foredeck
  3. Aft Deck
  4. Staterooms
  5. Master Bedroom
  6. Galley
  7. Main Salon
  8. The "Workshop"
  9. Planning Room
  10. Engine Room
  11. Fish Hold
  KEY
  KAULAZZ
  DESIGN & ENGINEERING
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  Vigilant is at sea, the deck can get slippery, making it dif-
  ficult to do anything out of the ordinary without falling
  down (DC 10 Balance check to avoid falling prone). In the
  center of the deck, a hatch leads to the hold 10 feet
  below (see area 10).
  3. Aft Deck: The aft deck is equipped with fishing gear. A
  large, horizontal storage chest contains three full sets of
  scuba gear. This locker has a combination padlock (DC 20
  Disable Device to open, or DC 24 Strength check to break).
  A Beretta M3P shotgun is discretely tucked underneath the
  gear (DC 15 Search check to locate).
  4. Staterooms: The Vigilant has four staterooms on
  board, each of which can accommodate four people. A
  stateroom contains two bunk beds built into the walls, a
  small table, two chairs, and a private locker for each
  crewmember. A bathroom (head) with showers is attached
  to each stateroom.
  The two staterooms belonging to Ali Imad and George
  Santiago have been modified to suit their individual tastes.
  Ali’s room is decorated with curtains and silken veils.
  George’s stateroom, on the other hand, might be confused
  with a small laboratory. It contains a worktable and several
  rows of beakers and flasks (tightly secured to withstand the
  rolling high seas), as well as a small desk and file cabinet.
  5. Main Cabin: The main cabin, where Michelle Saunders
  sleeps, is slightly larger than the other staterooms. Spare
  and tidy, its Japanese-themed décor includes an altar that
  holds a daisho (a matched set of swords—katana and
  wakazashi). Michelle keeps a Mossberg shotgun next to her
  bed and a SITES M9 underneath her pillow.
  6. Galley: The Vigilant has a small galley and dining area.
  The galley contains a stove, large refrigerator, microwave,
  and other electrical appliances. Food is stored in pantries,
  and large items are kept in a closet next to the galley.
  7. Main Salon: The salon is a large room with a couch, table,
  several chairs, and a potted plant desperately in need of
  watering. A map of the world covers one wall, and the walls
  are filled with foam to prevent conversations from escaping
  the chamber’s confines. Scattered about the room are several
  weapons, including an Uzi, an AKM, and a Colt Double Eagle.
  8. The Workshop: This room holds various specialized gear,
  including the equivalent of a masterwork disguise kit, a mas-
  terwork forgery kit, a chemical kit, and a demolitions kit. A
  loaded Colt Double Eagle and an extra clip of ammunition is
  located in a drawer of the desk.
  9. Planning Room: Formerly the Vigilant’s lounge area,
  this room has been converted to the main headquarters
  for the Green Brigade. It is filled with computer equip-
  ment, files, papers, and maps. Four computers are net-
  worked together, acting as the server for Green Net—the
  communications are hooked up to a satellite dish on
  the roof of the boat (allowing data transmission as if by
  a portable satellite phone). The server has exceptional
  security (see the Computer Use skill description in the
  d20 Modern Roleplaying Game).
  10. Engine Room: The engine room is small and cramped.
  When the twin Caterpillar engines are on, the room is
  extremely loud—all Listen checks have their DC increased
  by +5 while inside this room. The engine has hardness 10, 75
  hp, and can be shut down with a successful Disable Device
  check (DC 20). Alongside the walls are workbenches covered
  with tools, saws, a metal lathe, and other equipment (the
  equivalent to a deluxe mechanical repair kit and a deluxe
  electrical repair kit).
  Cell Abel has attached two pounds of C4/Semtex explo-
  sive to the fuel lines that lead from the engine. The explo-
  sives are connected to a radio detonator and voice
  recognizer. Locating the explosives requires a successful
  Search check (DC 25). Three Disable Device checks (DC 25)
  are required to safely disarm the bomb. Two failures in a
  row causes the bomb to detonate the fuel tanks, dealing
  12d10 points of damage to everyone and everything on the
  Vigilant (Reflex save, DC 15, for half damage). The explo-
  sives have been placed in such a location that whatever’s
  left of the boat sinks in 2d6 rounds.
  11. Hold. The door to the ship’s hold has a good quality lock
  (DC 30 Disable Device check to bypass).
  This storage area can hold almost 4 tons of cargo. The
  main compartment is like that found on any commercial
  fishing vessel—refrigerated and insulated to hold the fish
  that the crew catches during the season. The Vigilant does-
  n’t hold much in the way of fish these days, though, so a
  second, secret compartment was installed (DC 25 Search
  check to locate it) that houses the ship’s cache of weapons
  and explosives. The cache includes:
  • 5 AK-74s
  • 5 FN FALs
  • 5 Uzis
  • 4 Colt Double Eagles
  • 4 Beretta 92Fs
  • 2 M79 grenade launchers
  • 3 Browning BPS shotguns
  • 3 extra clips for each of the aforementioned weapons
  • 500 rounds of ammunition for each of the aforemen-
  tioned weapons
  • 20 40mm fragmentation grenades
  • 10 fragmentation grenades
  • 5 WP grenades
  • 10 smoke grenades
  • 10 tear gas grenades
  • 5 gas masks
  • 5 tactical vests
  • 5 pairs of night vision goggles
  • 16 blocks of C4/Semtex
  • 500 feet of det cord
  • 10 blasting caps
  • 2 radio controlled detonators
  • 2 timed detonators
  • 2 wired detonators
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  HOFFMANN INSTITUTE, THE
  The Hoffmann Institute is an independent “think-tank”
  organization ostensibly devoted to developing alterna-
  tive, non-polluting energy sources. Under this veneer,
  however, the Hoffmann Institute is dedicated to prepar-
  ing humanity for a cosmic shift due to occur in the year
  2012—the end of the Mayan calendar. Hoffmann agents
  gather evidence of the paranormal and psychic phenom-
  ena, in a desperate attempt to learn what is required to
  ensure that humankind survives after the cosmic shift
  concludes in 2013.
  Agenda: Gather and study alien artifacts and knowledge
  to prepare for the cosmic shift.
  Structure: Think-tank and fringe science laboratories.
  Symbol: A torch, surrounded by the motto “For the
  Advancement of Humanity,” and the date of the Institute’s
  founding: 1917.
  Most Common Allegiance(s): Hoffmann Institute, good.
  Requisition Limit: 35 (military).
  Overview
  Founded in 1917 by Tomas Hoffmann and Itohiro Nakami, the
  Hoffmann Institute is officially a think-tank devoted to
  developing new technologies, particularly in the field of
  alternative energy. Unofficially, the Hoffmann Institute is a
  paranormal investigation agency that has become aware
  of—and is preparing for—a catastrophic event looming on
  the cosmic horizon.
  The level of dark matter in the galaxy—known to insiders
  as “the dark tide”—has been rising steadily in the past cen-
  tury and will peak in December, 2012. Because the presence
  of dark matter “feeds” certain psychic and arcane entities,
  this means that their power will be at its zenith at that time.
  Since such entities have traditionally used their abilities to
  menace humanity, it follows that this period will pose the
  worst threat to the survival of humanity since the last ice
  age. If humankind isn’t ready, we won’t survive. The basis of
  their theory is simple: “A species that can control dark
  matter can control one of the great forces of the universe.
  A species that fails to master dark matter can be overrun by
  those species that do control it.”
  One symptom of the rise of the dark tide has been an
  increase in arcane and psychic phenomena. After Tomas
  Hoffmann passed away in the 1970s, Nakami used the
  trust fund that Hoffmann had set up to step up the
  Institute’s investigations and operations. The Hoffmann
  Institute aggressively recruits anyone who displays super-
  natural abilities and shows an interest in learning to con-
  trol them. A significant portion of the annual operating
  budget goes toward training these individuals. Similarly,
  the Hoffmann Institute works closely with a community
  of sasquatches living in the Cascade Mountains of eastern
  Washington, and these creatures—actually an intelligent
  alien species who call themselves “weren”—serve as the
  Institute’s secret shock troops when situations get out
  of hand.
  The Hoffmann Institute doesn’t generally engage in vio-
  lent actions, but their mandate of collecting and studying
  alien and arcane artifacts sometimes brings them into
  conflict with other groups with the same agenda, among
  them the Nautilus Club (described later in this chapter).
  Hoffmann agents are instructed to destroy any artifacts that
  would otherwise fall into the wrong hands.
  In most instances, the Institute operates covertly,
  although certain members of various government agen-
  cies are aware of their activities. Hoffmann agents fre-
  quently claim to work for one of these agencies, turning
  it around so that it seems like their position with the
  Hoffmann Institute is the cover story. However, even an
  agent captured and interrogated by enemy forces can do
  little to betray the Institute; every scrap of knowledge
  is given on a need-to-know basis. Only the upper eche-
  lons have a clear picture of just how much the Hoffmann
  Institute knows.
  The Hoffmann Institute is not alone in its efforts. In
  addition to the weren special forces, the Institute main-
  tains regular contact with the fraal (at least, the faction of
  fraal interested in providing aid and guidance to the
  human race). Itohiro Nakami is himself a rogue fraal, using
  a psionic artifact to disguise his appearance. Nakami
  believes that if humanity can survive the coming disaster,
  humans can emerge as a maturer species ready to join the
  galactic community, at least in the role of students. He
  has taken it upon himself to ensure that humanity has the
  chance to achieve its potential, and Nakami is willing to
  accept the consequences if he fails. While not all mem-
  bers of his species agree with him, they do respect his
  determination, and some even work to help him in what-
  ever ways they can. In return, Nakami supplies the fraal
  with reports from Hoffmann agents regarding alien visita-
  tions, to assist the “grays” in their self-appointed duty to
  protect humanity from the more ruthless alien species
  that periodically visit Earth.
  Structure
  As far as the public knows, the Hoffmann Institute has three
  divisions: the Administrative Division, the Analytical Divi-
  sion, and the Archives. These divisions take care of the orga-
  nization’s day-to-day operations and serve as screens for
  more covert activities. Members know that the Institute has
  a fourth arm—the Intelligence Division. This division’s job
  includes gathering data and retrieving evidence. Unbe-
  knownst to all but the most highly placed members, the
  Hoffmann Institute also maintains a Special Division that
  deals with black ops, direct contact with alien beings, and
  other particularly messy situations.
  Bases of Operation
  Headquartered in New York City, the Hoffmann Institute has
  major branches (200–250 employees) in Barcelona, Chicago,
  El Paso, Philadelphia, Portland (Oregon), and Tampa, with
  satellite offices (75–100 employees) in Aspen, Baltimore,
  Lima, New Orleans, Mexico City, Minneapolis, Paris, Phoenix,
  and Jakarta. Each office houses a fully equipped library,
  forensics lab, sample storage, morgue, armory, detention
  area, employee cafeteria, gymnasium, and motor pool. If a
  sample defies analysis at a branch office, the NYC head-
  quarters has an even more advanced laboratory available,
  fully staffed 24 hours per day.
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  Resources
  The Hoffmann Institute benefits from a number of inven-
  tions and patents donated to the Institute over the years by
  anonymous “benefactors,” so it never lacks for equipment
  and personnel. However, because Dr. Nakami wishes the
  Institute’s activities kept a secret, the Institute is not in the
  habit of doling out flashy or expensive equipment on a
  whim. New agents are issued a handgun and a single box of
  ammunition, with instructions not to fire except in life-or-
  death situations.
  A variety of equipment is available for requisition,
  however, and not all of it was manufactured on Earth. In
  addition to some weapons of clearly alien design, the
  Institute has what appears to be an alien spacecraft (a
  fraal scout ship, as described in the “Fraal” entry in Chap-
  ter One) stored in a hidden warehouse in Colorado’s
  Rocky Mountains.
  Involving the Heroes
  The Hoffmann Institute is eager to recruit new agents,
  especially those who have experienced some form
  of paranormal activity or alien encounter.
  (During the late 1980s and early 1990s, most
  of their recruits were approached within
  hours of their return from an alien abduc-
  tion; how the Hoffmann Institute knew
  about these incidents has never been
  explained.) Hoffmann Institute agents
  are charged with investigating these
  same kinds of activities and encounters.
  Depending on their specific skill sets,
  teams of agents might be assigned to
  track down a cryptid in some remote
  location or interview alien abductees.
  The Hoffmann Institute is not a sinister
  agency—but it could be if that suits the
  Gamemaster’s needs. Its ultimate goal could be
  less about making sure humanity survives the dark
  tide event, and more about ensuring that the event comes
  to pass—regardless of what that means for the fate of the
  Earth and its indigenous life forms. The Institute is highly
  secretive, and even within its ranks, the average agent might
  not know its true agenda, so the heroes could fight an evil
  Hoffmann Institute or come to understand the terrible
  truth and become rogue agents.
  Using the Hoffmann Institute
  The Hoffmann Institute is not a government agency and has
  no authority whatsoever. Its agents pose as members of
  other agencies, showing up at the site of any Fortean event
  to collect data and samples. Institute agents are aggressive,
  but not particularly hostile, about their work. Alhough
  they’re willing to go to some extreme lengths to get what
  they came for, their mandate does not include hurting
  innocent civilians. They prefer to talk and reason first, and
  trick and steal only if the gentle approach fails. However,
  when faced with life-threatening situations, Hoffmann
  agents are not shy about returning fire.
  Hoffmann agents could show up in the campaign long
  before the heroes actually find out who they are. If the
  heroes have a paranormal experience, a “journalist” could
  come to interview them. If the heroes find a relic of mysti-
  cal significance, a “collector” could offer to buy it from
  them (and steal it if they refuse to sell). If the heroes see
  lights in the sky, catch a glimpse of a lizardlike creature
  emerging from a sewer, or tussle with a fiend, an “FBI special
  agent” could show up looking to analyze any evidence the
  heroes might have. The Institute should seem enigmatic—
  another mystery on top of the one that prompted their
  appearance on the scene.
  Eventually, if the heroes show any competency in deal-
  ing with the paranormal, the Hoffmann Institute will try to
  recruit them. How soon this happens—and whether or not
  you want to switch the focus of the campaign—is up to
  the GM.
  Learning About the Hoffmann Institute
  The heroes can gather data about the Hoffmann
  Institute with Gather Information, Knowledge
  (current events), or Research checks.
  These charts spell out the amount of
  detail that the heroes can collect
  through various methods. In each
  case, success at beating a DC
  grants that DC’s information and
  all the information provided by
  any lower DC results. GMs might
  what to award slightly more
  information than what is pro-
  vided depending on how much a
  player’s roll exceeded a given DC.
  At the GM’s discretion, other
  Knowledge skills might be used to
  reveal the same information.
  Gather Information
  Few people know what the Hoffmann Institute is
  really up to, but plenty of rumors fly around about some of
  their least innocuous activities. Heroes who poke around where
  the Hoffmann Institute has been (including cities where they
  keep offices) can pick up a few facts and a lot of conjecture.
  DC 1: The Hoffmann Institute is some sort of “new age”
  alternative energy research laboratory.
  DC 5: The Hoffmann Institute was named after its
  founder, Tomas Hoffmann, but is run by a Japanese family
  named Nakami.
  DC 10: Hoffmann agents ask a lot of questions that don’t
  seem to have anything to do with alternative energy.
  DC 15: Hoffmann Institute scientists sometimes buy
  meteorite chunks, photos of lights in the sky, and things like
  that, so it must have something to do with their research.
  Maybe they’re building flying saucers.
  DC 20: The Hoffmann Institute is interested in reports of
  the paranormal (ESP and stuff like that); apparently, their
  leader, Dr. Nakami, is some kind of UFO freak.
  DC 25: The Hoffmann Institute keeps a huge archive of
  reports on the paranormal, and its agents always want to
  add to it.
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  DC 30: Hoffmann agents lie about who they are, usually
  saying they’re with the FBI, the NSA, FEMA, or Homeland
  Security.
  DC 35: The Hoffmann Institute has a storehouse some-
  where in Chicago that is full of artifacts like the Holy Grail,
  the Spear of Longinus, and the Picture of Dorian Grey.
  They’re not researching alternative energy; it sounds more
  like they’re researching magic.
  Knowledge (Current Events)
  Because the Hoffmann Institute keeps such a low profile,
  most news services don’t pick up stories about their activi-
  ties. Hence, Knowledge (current events) checks don’t convey
  a lot of information.
  DC 1: The Hoffmann Institute is a think-tank devoted to
  researching alternative energy sources.
  DC 5: The Hoffmann Institute is run by a Japanese indus-
  trialist named Itohiro Nakami.
  DC 10: The hero knows in which cities the Hoffmann
  Institute has major branches, and roughly how many people
  the Institute employs.
  DC 15: The hero knows the URL of the Hoffmann Institute
  web page.
  DC 25: The hero knows which recent energy-related
  conferences included a guest speaker from the Hoffmann
  Institute, and who that speaker was. (Usually it will be
  Dr. Nakami.)
  Research
  Research on the Hoffmann Institute turns up a lot of curious
  little inconsistencies that would imply that its public mis-
  sion statement is either broadly worded or a complete lie.
  DC 1: The Hoffmann Institute maintains a bland web
  site at www.hoffmanninstitute.org. It gives an overview of
  the Institute and mentions that Dr. Itohiro Nakami is the
  director.
  DC 5: The hero can get a complete list of Hoffmann Insti-
  tute branch and satellite offices, including addresses, office
  telephone numbers, and web sites.
  DC 10: There’s a hidden, top-secret login on the Hoff-
  mann Institute’s main site. Hacker discussion groups claim
  that when they tried to hack it, Hoffmann spiked their sys-
  tems. When they tried again, FBI “Men in Black” showed up
  and threatened them.
  DC 15: Itohiro Nakami speaks at alternative energy con-
  ferences, but often only sticks around long enough to
  deliver his address. At a conference in Geneva in 1993,
  someone apparently tried to assassinate him. Dr. Nakami
  got away, and the would-be assassin was never found.
  DC 20: Despite Dr. Nakami being invited to speak at
  energy conferences again and again, the Hoffmann Institute
  doesn’t seem to be doing much in the way of producing
  results. Their licenses are all in order, but all of their offices
  are located in urban centers—which aren’t zoned for
  energy research. Either they’re only doing theoretical math-
  ematics, or all their research is done by secret employees
  in secret locations.
  DC 25: Accounts of meetings with Hoffmann Institute
  “scientists” indicate that they frequently lack even basic sci-
  entific knowledge. What’s more, some of them have been
  observed carrying handguns. Net lore claims that these
  people often display behavior usually associated with
  encounters with “Men in Black,” asking questions about
  paranormal events and alien encounters.
  DC 30: Dr. Nakami has a thorough background in applied
  science, but his grades were only good enough to get him
  his degrees—rather unusual for a guy who’s supposedly one
  of the world’s foremost authorities on alternative energy.
  Curiously, none of the class photos for his years at univer-
  sity include pictures of Itohiro Nakami—or even anyone
  who looks like it might be him with a different name.
  DC 35: The Hoffmann Institute buys a lot of beef every
  year from a ranch in eastern Washington state—twice as
  much beef as would be required to feed its 3,000 employ-
  ees. There’s no record of interstate transportation of the
  beef, so apparently they’re just trucking the cows into the
  mountains and setting them free.
  Members
  Hoffmann Institute employees are drawn from a variety of
  fields, including science, law enforcement, and even the
  criminal element. Dr. Nakami recruits those with abilities he
  feels he needs, and doesn’t much care about how his
  employees acquired and developed those abilities. Nearly
  any archetype can serve as a Hoffmann Institute employee.
  The character below is Dr. Nakami himself; while he’s cer-
  tainly not typical of the Institute’s employees, understand-
  ing who and what he is can provide a great deal of insight
  into how and why the Institute works the way it does.
  Itohiro Nakami (Fraal Smart Hero 6/Charismatic Hero
  6/Telepath 8): CR 20; Small humanoid (alien); HD 6d6–6
  plus 6d6–6 plus 8d6–8; hp 55; Mas 9; Init +1; Spd 30 ft.;
  Defense 19, touch 19, flat-footed 18 (+1 size, +1 Dex, +7 class);
  BAB +10; Grap +5; Atk +9 melee (1d3–1, unarmed strike); Full
  Atk +9/+4 melee (1d3–1, unarmed strike) or +11/+6 ranged; FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ combat manifestation, power
  crystal, psionics, trigger power (charm person, detect
  thoughts, tailor memory); AL Hoffmann Institute, good;
  SV Fort +6, Ref +8, Will +15; AP 10; Rep +8; Str 8, Dex 12,
  Con 9, Int 19, Wis 15, Cha 16.
  Occupation: Academic (bonus class skills: Knowledge
  [arcane lore], Knowledge [history], Research).
  Skills: Autohypnosis +13, Bluff +22, Computer Use +13,
  Concentration +10, Diplomacy +22, Disguise +14, Gather
  Information +14, Investigate +15, Knowledge (arcane lore)
  +26, Knowledge (art) +7, Knowledge (behavioral sciences)
  +9, Knowledge (civics) +9, Knowledge (current events) +19,
  Knowledge (earth and life sciences) +13, Knowledge (his-
  tory) +20, Knowledge (physical sciences) +13, Knowledge
  (popular culture) +7, Knowledge (technology) +15, Knowl-
  edge (theology and philosophy) +16, Navigate +8, Psicraft
  +15, Read/Write Greek (ancient form), Read/Write Aztec
  (hieroglyphs), Read/Write Egyptian (hieroglyphs), Read/
  Write English, Read/Write Fraal, Read/Write Japanese,
  Read/Write Latin, Read/Write Sanskrit, Research +23,
  Sense Motive +15, Speak “Aztec,” Speak Egyptian (ancient
  form), Speak English, Speak Fraal, Speak Greek, Speak Japan-
  ese, Speak Latin (ancient form), Speak “Sanskrit.”
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  Feats: Alien Weapon Proficiency, Attentive, Combat
  Expertise, Deceptive, Defensive Martial Arts, Educated
  (Knowledge [arcane lore], Knowledge [current events],
  Knowledge [earth and life sciences], Knowledge [history],
  Knowledge [physical sciences], and Knowledge [theology
  and philosophy]), Improved Disarm, Iron Will, Simple Weap-
  ons Proficiency, Studious, Trustworthy, Wild Talent (detect
  psionics), Windfall (×3).
  Talents (Smart Hero): Linguist, plan, savant (Research).
  Talents (Charismatic Hero): Coordinate, inspiration,
  greater inspiration.
  Power Points: 32.
  Telepath Powers Known (5/4/3/2/1): 0—daze (DC 13),
  detect psionics, distract (DC 13), far hand, missive (DC 13);
  1st—charm person (DC 14), control object, lesser
  mindlink, object reading; 2nd—detect thoughts (DC 15),
  sensitivity to psychic impressions, suggestion (DC 15);
  3rd—false sensory input (DC 16), mindlink; 4th—tailor
  memory (DC 17).
  Psionics (Sp): At will—lesser mindlink; 3/day—
  suggestion. Manifester level 10th; save DC 10 +
  key ability modifier + power level.
  Possessions: Psionic illusion stabilizer (allows
  Nakami to appear to be a slight Japanese man
  for 12 hours at a time and even projects this
  image onto film and electronic video media),
  various gear and personal possessions.
  LA GENTE
  La Gente combines and coordinates the
  actions of various illegal drug manufac-
  turers, distributors, smugglers, and sellers
  to maximize profits and keep the business
  thriving.
  Agenda: To unite and organize powerful
  drug cartels into a single, cohesive organization.
  Structure: Coalition of drug families, cartels,
  and independent organizations.
  Symbol: A serpent’s head.
  Most Common Allegiance(s): La Gente, evil, various
  associated drug cartels.
  Requisition Limit: 30 (illegal).
  Overview
  La Gente started out simply, run by the Carcavera family of
  Bolivia. In the 1980s and 1990s, the family was a relatively
  insignificant element in the world of drug smuggling until
  some of the larger organizations crumbled under the pres-
  sure of the Colombian government (backed by America’s
  Drug Enforcement Agency). The Carcaveras, struggling to
  stay solvent with their network collapsing around them,
  sought help from groups in Asia, including the Chinese
  Tongs and the Russian Mafia. Although the short-term loss
  was substantial, both in money and respect worldwide, such
  long-term partnerships allowed the family to seize control
  of drug traffic throughout Central America.
  Using money borrowed from their Asian “friends,” the
  Carcaveras formed the White Triangle, transporting cocaine
  and other drugs across the Pacific to places as far away as
  Cambodia, Canada, and Chile. Although its methods were
  ruthless and brutal, the Carcavera family maintained civil,
  professional relations with their foreign partners, giving
  them small slices of profit to keep them happy. In early
  2000, the head of the family, Elario Carcavera, united several
  North American and South American drug czars, creating La
  Gente (Spanish for “the people”). Elario became the leader
  of what was suddenly the single largest drug cartel in the
  world. The other drug czars had little say in the matter, as
  Elario had leveraged his individual deals to create strangle-
  holds on the major distribution points into the North Amer-
  ica and Southeast Asia. The few attempts to shrug off La
  Gente were met with savage responses—something rival
  families did not expect from the previously compliant Car-
  cavera family. It quickly became clear that Elario Carcavera
  was “here to stay,” and that business as usual now meant
  dealing with La Gente.
  Although resentful of Elario’s success, drug czars
  throughout Central and South America saw advantages to
  joining the Carcaveras. A shrewd businessman,
  Elario had combined resources, centralized
  information, and bribed officials worldwide
  and, in so doing, smoothed the way for a new
  “golden age” of drug smuggling. For the first
  time ever, Carcavera was giving some of the
  older South American drug cartels a run
  for their money by expertly coordinat-
  ing the shipment of cocaine, mari-
  juana, opium, and heroin across the
  Pacific Ocean.
  La Gente routinely hires or kid-
  naps up-and-coming pharmaceutical
  chemists to create new drugs to sell in
  the U.S. market. Many of the new
  “designer drugs” hitting the streets in
  western countries were engineered in La
  Gente laboratories. Scientists that could not
  be brought into the fold of La Gente were
  bribed or bullied into leaking information
  about proprietary work being done by pharmaceutical
  companies, or sabotaging projects that threatened to
  compete with La Gente products.
  In 2001, after U.S. and Bolivian forces devastated the Car-
  cavera estate, La Gente moved its headquarters from Bolivia
  to Mexico. The multiethnic and multicultural makeup of La
  Gente ensured that law enforcement was never sure
  whether a group they were investigating was just of a typi-
  cal street gang or a branch of La Gente. Secrecy and loyalty
  are strictly enforced—La Gente assassins dismember anyone
  even suspected of breaking the code of silence.
  La Gente is motivated by greed. As the largest and best-
  organized illegal drug distribution network in the world,
  La Gente already makes untold millions making and trading
  illegal substances, but it’s never enough. They are con-
  stantly on the prowl for small, upstart groups that try to
  muscle into their territory. Once discovered, representa-
  tives of La Gente will pay one (and only one) visit to the
  group and make this offer: “Join us, or be destroyed.” Groups
  that comply endure a brief trial period during which their
  competence and abilities are tested. Groups that are weak,
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  inefficient, or stupid are eliminated and replaced, while
  those that prove adept are retained. Anyone who refuses is
  eliminated quickly and efficiently.
  Despite its impressive size, La Gente still has considerable
  competition among the larger narcotraficantes, the
  Yakuza, the Mafia, and other well-organized groups. Con-
  flicts are common, often resulting in a high body count and
  considerable property damage.
  La Gente spends an incredible amount of time and
  money bribing politicians, law enforcement officials, and
  import companies to insure the smooth transfer of their
  product. They have established several dummy corpora-
  tions and legitimate business fronts in the United States,
  Canada, Mexico, the European Union, and Asia. La Gente
  has even contributed money to various organizations ded-
  icated to keeping drug reform out of the public scope.
  Their operatives have even infiltrated the FBI, DEA, and
  Border Patrol.
  La Gente has spilled millions of dollars into improving the
  standard of living in Mexico and other Central American
  nations. Through his many dummy companies and nonprofit
  groups, Elario Carcavera has generously helped governments
  improve roads, water systems, and hospital services. Styling
  himself as a “self-made humanitarian,” Carcavera uses his
  generosity to recruit new personnel and instill loyalty in the
  people who benefit from his charity. This tactic has worked
  well, causing much consternation when the legitimate
  governments step in to combat the actions of La Gente.
  Structure
  La Gente’s organization is like a wheel, with the Carcavera
  family in the center. Radiating from this hub is an intricate
  web of drug cartels, criminal groups, and corrupt military
  dictatorships. Beyond this are a host of smaller street-level
  distributors, biker and street gangs, and smugglers. La Gente
  employs “independents” when the need arises (typically
  assassins, pilots, and informants), but they prefer to work
  with trusted members of the “family” whenever possible.
  Communication between groups is done through face-to-
  face meetings or courier whenever possible, although La
  Gente makes periodic use of scrambled phone lines and
  encrypted email.
  Each division of La Gente retains considerable autonomy
  and is allowed to maintain its own internal structure, so
  long as it follows La Gente’s edicts. Often, just one or two
  individuals within each division enjoy contact with a
  La Gente boss, who makes appearances only when things
  are not going well. Many of these “bosses” are either drug
  czars corralled by Elario Carcavera or members of the
  Carcavera family.
  Resources
  Members of La Gente have access to a variety of resources.
  Frequently requested items include licensed and restricted
  firearms as well as military hardware (including explosives).
  La Gente operatives have access to all types of vehicles,
  including trucks, boats, prop planes, helicopters, and small
  jets. In fact, La Gente has a thriving business in stolen vehi-
  cles. In 1987, the group commandeered a Russian oil tanker
  that was reportedly lost at sea; La Gente now uses the
  tanker to run drugs up and down the Pacific coast of North
  and South America.
  La Gente enforcers usually carry handguns or submachine
  guns, although they can easily obtain heavier weapons
  when they know that danger is coming. Enforcers some-
  times wear concealable body armor. La Gente personnel
  encountered in third-world countries look more like sol-
  diers than thugs, rivaling or exceeding the firepower avail-
  able to legitimate armed forces. In addition, La Gente
  soldiers have access to expensive consumer electronics,
  some military-grade electronics (such as night vision gog-
  gles), and other restricted or illegal items.
  Top members of the organization travel around in heavily
  armored cars, and their homes resemble fortresses. In addi-
  tion, La Gente has established safe houses throughout
  North and South America, Europe, and Southeast Asia. Safe
  houses can come in almost any form, but are usually well
  stocked with weapons, ammunition, and other equipment
  necessary to secure operations.
  La Gente maintains small research facilities in Houston,
  Los Angeles, Vancouver, New York, Chicago, Phoenix,
  London, and Singapore, dedicated to creating new and pow-
  erful drugs. Most of these facilities are disguised as legiti-
  mate pharmaceutical companies. Although various La
  Gente-sponsored organizations operate back-alley flop-
  houses and opium dens, it has proven difficult for other
  agencies to connect them to the greater organization.
  Learning About La Gente
  The heroes can learn about La Gente in many ways. The fol-
  lowing charts present some information and the DCs for
  skill checks to discover that information. Use these charts
  when the heroes first encounter La Gente or use them as
  the basis for creating adventure-specific charts. In each
  case, success at beating a DC grants that DC’s information
  and all the information provided by any lower DC results.
  GMs might what to award slightly more information than
  what is provided depending on how much a player’s roll
  exceeded a given DC. At the GM’s discretion, other Knowl-
  edge skills might be used to reveal the same information.
  Gather Information
  A lot of information can be gathered on local La Gente
  operations just by talking to the right people. Although the
  organization does not want evidence the police can use to
  connect them to their various enterprises, they take great
  care to make sure that word on the street promotes La
  Gente’s reputation. If the hero is talking to people who are
  particularly well connected in the illegal drug trade, the GM
  may grant an appropriate circumstance bonus to the check.
  However, if they are talking to people who are completely
  unconnected to the drug underworld, the GM may increase
  the DCs by 10 or more (or simply rule that the check is auto-
  matically unsuccessful). 
  DC 1: La Gente is the biggest cartel in the drug trade
  today.
  DC 5: La Gente is based in Mexico and is run by the
  Carcavera family. La Gente deals primarily in cocaine and
  various designer drugs, and it pays chemists to develop
  new ones.
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  DC 10: Many different gangs and organizations are part of
  La Gente, but the cartel lets them keep their own names
  and colors. (The hero can also learn approximately how
  many La Gente-sponsored gangs and manufacturing facili-
  ties there are in town, but not their names.)
  DC 15: Many of La Gente’s members come from rival car-
  tels, their loyalty bought with bribes. Bad blood between La
  Gente and various South American cartels sometimes leads
  to violence. (The hero can also learn which local gangs or
  organized crime elements oppose La Gente.)
  DC 20: La Gente sometimes kidnaps people in order to
  test new drugs on them. These people usually disappear
  once the testing is completed. (The hero can also learn the
  names of the local gangs or manufacturing facilities that are
  associated with La Gente.)
  DC 25: La Gente is well known for bribing local officials
  and politicians so that the business runs smoother. (The
  hero can also learn how many major local officials and
  politicians have dealings with La Gente.)
  DC 30: The hero can learn the names of the local officials
  and politicians who have dealings with La Gente.
  DC 35: The hero can learn the name of the senior local
  representative of La Gente and his connection to the
  Carcavera family.
  Knowledge (streetwise) or Research
  This represents the information a hero can gather by going
  through reports in the media, court records, and reference
  books pertaining to the war on drugs. Similar information is
  available to anyone who has an intimate knowledge of
  street culture. At the GM’s discretion, a hero might try to
  come up with similar results using the popular culture or
  current events branches of the Knowledge skill, but DCs for
  such attempts should be at least 5 points higher than those
  given below.
  DC 1: Most illegal drugs come from South America and
  Asia.
  DC 5: Many illegal “designer drugs” come from a single
  major drug cartel called La Gente. La Gente also ships
  cocaine as far away as Chile, Cambodia, and Canada—cov-
  ering a region known to U.S. officials as the White Triangle.
  DC 10: La Gente has recently begun expanding operations
  to include drug distribution in Europe.
  DC 15: The Carcavera family controls La Gente. Formerly
  based in Bolivia and now based in Mexico, the family was
  nearly wiped out by competitors in the 1980s. However, the
  family managed to turn their business around shortly after
  fleeing Bolivia. Since forming La Gente, the family has
  become nigh untouchable.
  DC 20: Many formerly independent drug cartels in
  North, Central, and South America are now affiliated in
  some way with La Gente. The patriarch of the Carcavera
  family, Elario Carcavera, eliminated rivals who refused to
  join his organization.
  DC 25: La Gente has strong ties to the Russian Mafia and
  various Chinese drug lords. Most of the “movers and shak-
  ers” in the organization are membes of the Carcavera family
  or former rivals who had no choice but to join.
  DC 30: La Gente kidnaps prominent scientists to create
  illegal designer drugs. They have secret research facilities in
  many major cities.
  DC 35: La Gente is based in Monterey, Mexico. Elario Car-
  cavera maintains a residence outside of Monterey with
  security tighter than Fort Knox. Elario has a sister (Octavia),
  a daughter (Allegra), and three sons (Eduardo, Franco, and
  Nicolas) overseeing La Gente operations.
  Members
  With the huge numbers of thugs, toughs, and mercenaries at
  its disposal, La Gente has a virtual army that it can bring to
  bear on anyone that invokes its wrath. Most of the “sol-
  diers” of La Gente are low-level ordinaries (use the thug
  archetype in Chapter Eight: Friends and Foes of the d20
  Modern Roleplaying Game). The sample enforcer pro-
  vided here is a tougher, smarter soldier used to protect
  cargo, maintain order among the ranks, and eliminate any
  “problems” that might threaten La Gente’s criminal pursuits.
  La Gente Enforcer (Strong Ordinary 3/Tough Ordinary
  3): CR 5; Medium-size human; HD 3d8+6 plus 3d10+6; hp 42;
  Mas 14; Init +1; Spd 30 ft.; Defense 18, touch 15, flat-footed 17
  (+1 Dex, +4 class, +3 undercover vest); BAB +5; Grap +7; Atk +7
  melee (1d4+2/19–20, unarmed strike); Full Atk +7 melee
  (1d4+2/19–20, unarmed strike) or +7 ranged (2d6, Glock 17);
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL La Gente, evil; SV Fort +6, Ref
  +3, Will +3; AP 0; Rep +1; Str 15, Dex 13, Con 14, Int 10, Wis 12,
  Cha 8.
  Occupation: Criminal (bonus class skills: Gamble,
  Knowledge (streetwise]).
  Skills: Climb +5, Drive +3, Intimidate +5, Jump +4, Knowl-
  edge (current events) +2, Knowledge (streetwise) +4, Profes-
  sion +2, Read/Write English, Read/Write Spanish, Read/
  Write Language (any one), Speak English, Speak Spanish,
  Speak Language (any one), Spot +2, Swim +3.
  Feats: Armor Proficiency (light), Combat Martial Arts,
  Improved Combat Martial Arts, Personal Firearms Profi-
  ciency, Point Blank Shot, Simple Weapons Proficiency.
  Possessions: Glock 17 (9mm autoloader with concealed
  carry holster), 50 rounds of 9mm ammunition, undercover
  vest, professional walkie-talkie, cell phone, various gear and
  personal possessions.
  Elario Carcavera
  Elario Carcavera is the undisputed leader and mastermind of
  the Carcavera family and the whole of La Gente. The son of
  a poor farmer, Elario learned how to read and write at an
  early age, hoping to better himself and his family. He
  became an entrepreneur, studying business and English (as
  well as a few other languages) after discovering that he pos-
  sessed a quick mind and an insatiable thirst for knowledge.
  To put his son through school, Eduardo Carcavera (Elario’s
  father) worked on a cocoa plantation, harvesting plants for
  a local cocaine lord. He despised the work, but it was the
  only way to raise the necessary tuition. One night, Elario
  came home to find his father’s bullet-riddled body thrown
  unceremoniously on the floor of their home. The cocaine
  lord claimed that the federal police killed old man during a
  raid. Eventually, Elario learned that the police had killed his
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  father on the cocaine lord’s orders—“payment” for refusing
  to carry a shipment of drugs to a neighboring village.
  Elario quit school to pursue his vengeance. Taking a job in
  the drug lord’s organization, he used his knowledge of busi-
  ness and international trade to work himself into a position
  of power within the group. Elario helped to grow the oper-
  ation, making deals with larger cartels and international
  money laundering operations. In fact, Elario was the only
  person these new partners had regular dealings with, and
  business was good. Once trust had been established, Elario
  told them that his boss was secretly working with corrupt
  U.S. officials to dismantle the cartels and steal their invest-
  ments. The cartels believed him, had the cocaine lord bru-
  tally murdered, and installed Elario Carcavera as the new
  head of the organization.  
  Educated and cultured, Elario presents the image of a
  businessman and philanthropist. He gives money to the arts
  and is an accomplished cellist. Beneath this exterior, how-
  ever, is a cold-blooded killer and ruthless drug czar. He rules
  his family and La Gente with a firm grip and little tolerance
  for dissent or incompetence. Anyone who shows a thirst for
  learning will find Elario nurturing—he provides them with
  education and avenues for personal growth and expansion.
  Elario has a large family, including three sons and a daughter
  who will take over the business once he is gone.
  Elario Carcavera is 5 feet 11 inches tall and weighs 190
  pounds. He has glossy black hair streaked with gray and dresses
  in seasonal fashions. Carcavera never goes anywhere without
  at least four bodyguards (use the enforcer entry listed above).
  He prefers to travel to different countries in his own personal
  jet (use the statistics for the Learjet 45 in Chapter Four: Equip-
  ment of the d20 Modern Roleplaying Game).
  Elario Carcavera (Smart Hero 2/Dedicated Hero 5/
  Charismatic Hero 8): CR 15; Medium-size human; HD 2d6+2
  plus 5d6+5 plus 8d6+8; hp 68; Mas 13; Init +0; Spd 30 ft.;
  Defense 21, touch 18, flat-footed 20 (+1 Dex, +7 class, +3
  undercover vest); BAB +8; Grap +8; Atk +8 melee (1d3 non-
  lethal, unarmed strike); Full Atk +8/+3 melee (1d3 nonlethal,
  unarmed strike) or +10/+5 ranged (2d6, Colt Python); FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL La Gente, evil; SV Fort +8, Ref +7,
  Will +12; AP 7; Rep +13; Str 10, Dex 11, Con 13, Int 17, Wis 16,
  Cha 19.
  Occupation: Entrepreneur (bonus class skills: Diplomacy,
  Knowledge [business]).
  Skills: Bluff +13, Computer Use +8, Concentration +6,
  Craft (chemical) +8, Craft (pharmaceutical) +8, Diplomacy
  +24, Gamble +8, Gather Information +16, Intimidate +15,
  Knowledge (art) +7, Knowledge (business) +20, Knowledge
  (civics) +10, Knowledge (current events) +10, Knowledge
  (streetwise) +17, Listen +8, Perform (sing) +7, Profession +21,
  Read/Write English, Read/Write Mandarin, Read/Write
  Spanish, Research +10, Search +8, Sense Motive +13, Speak
  English, Speak Mandarin, Speak Spanish, Spot +10.
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light), Attentive, Educated (Knowledge [business], Knowl-
  edge [streetwise]), Frightful Presence, Iron Will, Lightning
  Reflexes, Personal Firearms Proficiency, Point Blank Shot,
  Quick Reload, Renown (×2), Trustworthy, Weapon Focus
  (Colt Python), Windfall.
  Talents (Smart Hero): Linguist.
  Talents (Dedicated Hero): Empathy, faith, skill emphasis
  (Diplomacy).
  Talents (Charismatic Hero): Fast-talk, coordinate,
  inspiration, greater inspiration.
  Possessions: Colt Python (.357 revolver with con-
  cealed carry holster), 50 rounds of .357 caliber ammunition,
  cell phone, expensive suit, various gear and personal
  possessions.
  La Gente Cocaine Processing Plant
  La Gente has cocaine processing plants scattered
  throughout South America, primarily in Bolivia, Panama,
  and Peru. The facilities include a storage area, work shed
  (where the cocoa plants are rendered down), chemical
  tanks, and ample security. Each plant has roughly eighty
  workers, plus twenty or more guards keeping watching for
  intruders and making sure that the workers do not steal
  or consume the product.
  The processing plant described below should be located
  in a mountainous region covered in thick forest or jungle (so
  the trees can hide the location from spy planes). Although a
  road connects the plant to civilization, almost all travel to
  the plant is done by helicopter. The nearest village is a
  three-day hike away.
  For a typical plant guard, use the low-level gang member
  presented in the Ordinary Archetypes section of the d20
  Modern Roleplaying Game (page 277), but make Spanish
  their first language (instead of English) and equip each of
  them with an AK-47, a Beretta 92F, three fragmentation
  grenades, and a walkie-talkie. 
  For a typical plant worker, use the following statistics:
  Typical Plant Worker (Strong Ordinary 1): CR 1/2;
  Medium-size human; HD 1d8+2 plus 3 (Toughness); hp 9;
  Mas 14; Init +1; Spd 30 ft.; Defense 12, touch 12, flat-footed 11
  (+1 Dex, +1 class); BAB +1; Grap +3; Atk +4 melee (1d6+2 non-
  lethal, unarmed strike); Full Atk +4 melee (1d6+2 nonlethal,
  unarmed strike) or +3 melee (1d4+2/19–20, knife); FS 5 ft. by
  5 ft.; Reach 5 ft.; AL La Gente; SV Fort +3, Ref +1, Will +1; AP 0;
  Rep +0; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Occupation: Rural (bonus class skills: Handle Animal, Sur-
  vival).
  Skills: Craft (chemical) +2, Craft (pharmaceutical) +2,
  Listen +4, Speak Spanish, Spot +4, Survival +2.
  Feats: Alertness, Brawl, Toughness.
  Possessions: Knife, tattered clothing.
  1. Perimeter Fence: An imposing metal fence topped with
  barbed wire surrounds the compound. Anyone attempting
  to Climb the fence must make a Climb check (DC 25), taking
  1d6 points of damage on a failed check. Each 5-foot section
  of fence has hardness 1 and 5 hp. Clipping a 5-foot-wide
  hole in the fence (large enough for a Medium-size creature
  to pass through) takes 1 minute. 
  Two guards watch the front gate around the clock. Each
  guard has a pair of binoculars and a walkie-talkie. At random
  times during the day, two guards take the Jeep (see area 3)
  around the inside perimeter of the fence. It takes 10 minutes
  for the Jeep to make one complete circuit around the
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  FACTIONS
  THE COCAINE PLANT
  ___________________________
  _____________________________
  Scale: One Square = 10 Feet
  _____________________________
  1
  1
  1
  1
  1
  1
  2
  2
  2
  2
  3
  3
  9
  9
  9
  10
  4
  4
  6
  5
  2
  2
  7
  8
  Double Doors
  Single Door
  Window
  Power Line
  Power Pole
  Road
  Jeep
  KEY
  KAULAZZ
  DESIGN & ENGINEERING
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  perimeter if moving at alley speed (see Vehicle Movement
  and Combat in Chapter Five: Combat of the d20 Modern
  Roleplaying Game).
  2. Guard Towers: Six guard towers encircle the com-
  pound. Each tower resembles a hut on 50-foot-tall
  wooden support legs. A metal ladder affixed to one leg
  ascends to the each hut. Two guards stand in each tower
  at all hours. Tower guards each carry a pair of binoculars
  and a walkie-talkie, plus two additional clips of ammuni-
  tion for each firearm. 
  Each tower comes equipped with a spotlight that can be
  rotated to shine in nearly any direction and a mounted M60
  machine gun with 300 rounds of ammunition.
  3. Guard Barracks: This large building is in much better
  condition than many of the other buildings in the com-
  pound. It can hold 40 people, sleeping in bunk beds. It con-
  tains a small kitchen and dining room, along with a large
  screen TV, VCR, and stereo. A weapons rack located next to
  the main entrance holds the following weapons:
  • M79 grenade launcher with 10 40mm fragmentation
  rounds
  • 4 AK-47s with 300 rounds of 7.62mm ammunition
  • 4 Berreta 92Fs with 200 rounds of 9mm ammunition
  • 5 fragmentation grenades
  • 5 smoke grenades
  • 5 WP grenades
  • 5 tear gas grenades
  A Jeep Wrangler is usually parked next to the barracks,
  except when it’s being used to patrol the perimeter or
  accompany workers down the road past the compound. It
  has a mounted M2HB machine gun with 300 rounds of
  ammunition and two machetes (used to clear brush).
  Jeep Wrangler: Crew 1; Passengers 3; Cargo 200 lb.; Init
  –1; Maneuver –1; Top Speed 176 [18]; Defense 9; Hardness 5;
  hp 32; Size L; Purchase DC 29; Restriction Lic [+1].
  4. Worker Barracks: These buildings are poorly lit and
  poorly ventilated, becoming unbearably hot during the
  midday sun. Each building contains enough bunk beds to
  hold 80 workers, along with small chests for personal
  belongings. One branch of the building contains the mess
  hall, including kitchen and seating for 25 people. As many
  as 20 people are asleep, relaxing, or milling about the
  building at any time; the others are working in the process-
  ing plant (area 6).
  5. Product Storage: This building holds the raw cocoa
  plants before they are processed. Depending on the time of
  the year and the most recent delivery, this area could be vir-
  tually empty or filled to the rafters with harvested plants.
  At least two guards patrol the interior. If the compound is
  attacked, two additional guards will stand watch outside
  the building.
  6. Processing Plant: The processing plant is the heart of
  the operation, where the cocoa plants are rendered down
  into cocaine. Crews work day and night, watched over by
  2d6 guards. The area is filled with tubs, chemicals, and other
  equipment required for making the drug. With the excep-
  tion of knives and machetes used during drug production,
  the workers are unarmed and do their best to get out of the
  way and hide if fighting starts.
  7. Main Office: This building is the headquarters of the
  operation, where the lieutenant in charge of the plant over-
  sees the workers and makes sure that everything goes
  smoothly. The office has a small, decently furnished bed-
  room, kitchen, dining area, and office. A HAM radio sits on a
  battered desk, along with a satellite phone. The boss keeps
  a small cache of weapons (three AK-47s, two FN FALs, two
  Uzis, and five Beretta 92Fs, along with ammunition for each
  weapon) in a large metal locker with a padlock (DC 25 Dis-
  able Device check). The roof of the office bears a solar panel
  that provides additional power and an antenna for the radio
  located inside.
  The boss is a heartless taskmaster who does not tolerate
  any dissent among the ranks (use the mid-level gang leader
  statistics found on page 276 of the d20 Modern Roleplay-
  ing Game). He spends most of his time either here or in the
  processing plant (area 6).
  8. Helicopter Pad: The helicopter pad is little more than a
  concrete slab and a single blinking light, which is turned on
  only when a helicopter is expected. Each of the compound’s
  guard towers has a clear line of sight to the helicopter pad,
  making it an unsafe place for hostile craft to land.
  La Gente typically sends a Bell Model 212 helicopter (see
  Chapter Four: Equipment in the d20 Modern Roleplaying
  Game) to drop off supplies and pick up the latest batch of
  refined cargo to take back to the main compound. This hel-
  icopter has four guards in it and a door-mounted M60
  machinegun with 300 rounds of ammunition. If the base is
  attacked, the helicopter will try to take off as quickly as
  possible, providing cover from the air.
  9. Fuel Dump and Generator Shed: A shed beside the hel-
  icopter pad has a large generator (hardness 5; hp 30) that
  provides power for the compound, along with a supply of
  tools. Two large fuel tanks (hardness 5; hp 20) rest adjacent
  to the shed; one is filled with regular gasoline for the gen-
  erator, while the other one contains fuel for the helicopter.
  Any ballistic or fire attack that does 10 points of damage
  (beyond hardness) to a fuel tank causes both tanks to
  explode in a 50-foot-radius fireball, dealing 6d6 points of
  damage (DC 15 Reflex save for half). Power lines lead from
  the shed via 15-foot-tall poles to the other buildings in the
  compound.
  A successful Disable Device check (DC 15) can shut down
  the generator without destroying it.
  10. Supply Shed: The door to this shed is locked with a
  simple padlock (DC 20 Disable Device check). The shed con-
  tains miscellaneous supplies for the compound, including
  food, extra water, medical supplies, tools, and the like. A
  successful Search check (DC 15) reveals a small box hidden
  among the supplies that contains 5 fragmentation grenades,
  5 smoke grenades, and 5 WP grenades.
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  NAUTILUS CLUB, THE
  Members of the Nautilus Club revere Jules Verne, viewing
  his body of work as inspiration for creative minds seeking to
  tranform science fiction into fact.
  Agenda: Expand the horizons of science at any cost.
  Structure: Private association of wealthy intellectuals.
  Symbol: A golden silhouette of Jules Verne’s nautilus
  with the initials “JV” in the middle.
  Most Common Allegiance: The Nautilus Club.
  Requisition Limit: 40 (licensed).
  Overview
  Jules Verne, born in Nantes, France in 1828, studied law but
  instead became a writer of great fame. Using his knowledge
  of various sciences and suppositions about what scientists
  might one day accomplish, Verne wrote adventure stories
  featuring fantastic machines and spectacular sciences.
  Among his works are such famous stories as “A Journey to the
  Center of the Earth,” “Twenty Thousand Leagues Under the
  Sea,” and “Around the World in Eighty Days.” At the time the
  stories were written, his ideas were considered fanciful fic-
  tion. Along with H.G. Wells, Verne was considered the father
  of modern science fiction. However, much of what Jules
  Verne imagined has come to pass, while the inven-
  tions of H.G. Wells remain
  merely fiction. 
  Many Jules Verne clubs
  and societies exist, and
  most are dedicated to
  scholarly pursuits related
  to Jules Verne’s work. The Nautilus Club formed to
  fulfill a mission of broader significance. People gain mem-
  bership in the club by invitation only, and such membership
  is limited to wealthy intellectuals who already show signs
  of sharing the club’s views. Becoming a member of the club
  costs 10 million dollars—enough to frighten off even the
  most ardent social climber—and annual dues are never less
  than one million dollars.
  Once inducted into the club, a member is immediately
  made aware of the benefits. Being a part of the Nautilus
  Club gains one entrance to exclusive parties, buys box
  seats at sold-out events, and guarantees interest-free loans
  from banks worldwide. Nautilus Club members can make
  use of their association to get insider-trading knowledge,
  bypass customs laws, and influence political policies in their
  favor. Friends of Nautilus Club members might become suc-
  cessful overnight, while rivals and enemies go bankrupt in
  hours. Money and influence gives the Nautilus Club enor-
  mous power. With that power comes responsibility, and
  that responsibility is to aid the Nautilus Club’s true agenda
  of scientific advancement. The Nautilus Club is devoted
  to scientific progress at any cost. They see science as the
  savior of humanity. It can solve all the world’s ills and
  improve the lives and happiness of all people. Jules Verne
  remains a kind of teacher for this cause, his forward thinking
  seen as the classic expression of visionary scientific thought.
  The club’s appreciation for Jules Verne is reflected in the
  club’s motto: “With ingenuity and science, there is nothing
  we cannot accomplish.” 
  With this in mind, the Nautilus Club funds just about
  every type of scientific research—micro-biology, high-speed
  data processing, and quantum physics, just to name a few.
  Its members support any project destined to expand the
  frontiers of science. Of course, the Nautilus Club funds all
  research in the role of investor. When the cure for cancer,
  cold fusion, or human cloning is perfected, the Nautilus
  Club wants to reap monetary profits. 
  Currently, most of the Club’s money goes toward genetic
  research. The Nautilus Club sees cloning, gene therapy,
  genetic alterations, genetically enhanced food, and cures
  for congenital diseases as the most likely places for the next
  major breakthrough in our understanding, and the likeliest
  place for a profitable technological leap.
  The Nautilus Club’s actions might seem harmlessly self-
  serving and materialistic, but some of the research it funds
  is blatantly criminal. No one in the Nautilus Club bats an eye
  at animal experimentation, but many consider animal exper-
  imentation a poor substitute for the real thing—human test
  subjects. Only the most naïve or uninvolved members of
  the Nautilus Club are unaware that their money funds sci-
  entific research using human subjects. Some are consenting
  subjects involved in relatively harmless research, but other
  riskier experiments involve kidnapped subjects
  or slaves bought on the interna-
  tional black market.
  This criminal activity
  is the main
  reason why
  potential members
  of the Club must be thor-
  oughly screened before an invitation
  is made. Even then, knowledge of the inhu-
  mane research is kept from a member until at least
  three years after he joins. This provides the Nautilus Club
  with plenty of time to gather blackmail material, apply peer
  pressure, and gain a strong financial hold over the new
  member. Once a member of the Nautilus Club has this
  knowledge, terminating membership is no longer an option.
  Any member who tries to tear free of the Club or threatens
  to go to the authorities meets with an unfortunate end—an
  “accident” arranged, ironically enough, using money set
  aside from the member’s entrance fee.
  Structure
  The Nautilus Club is a semisecret organization. Few people
  know of it and fewer still know of the large contributions the
  Club makes to scientific research. Like many modern semise-
  cret societies and fraternities, the Nautilus Club functions as
  a kind of networking and support group. Members come
  together to share their passion for a mutual goal, and they
  can rely on one another for favors and special treatment.
  A council of twelve elected members lead the Nautilus
  Club. Only those who have belonged to the Nautilus Club
  for at least two years are allowed to vote, and only those
  who have been members for five or more years can serve on
  the council. A council member serves for four years, but
  elections are staggered into groups of three; every year
  holds an election, and each year three council members
  rotate out as three new members are voted in. After his
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  term is through, a council member must wait at least two
  years before he may sit on the council again. This rapid rota-
  tion of elections effectively prevents any single group’s
  views from dominating the council. Someone who wished
  to fill the council with his cronies would have to constantly
  campaign for votes or regularly bribe new council members.
  Of course, some members have tried this tactic, but all have
  inevitably been discovered and discouraged from pursuing
  such agendas.
  The council sets an annual agenda, paring down the vast
  array of possible venues for investment to those that most
  advance science and offer the greatest possibility of prof-
  itability. It then chooses the best and presents these
  options to the rest of the Club. A general vote takes place
  on New Year’s Eve at the Nautilus Club Gala, with absentee
  votes filtering in during the first two weeks of January.
  Over the coming year, the council invests the Club’s money
  as the vote decrees. The council members also have the
  responsibility of tracking the progress of previous invest-
  ments and collating information for reports to the rest of
  the Nautilus Club. The investment fund comes from mem-
  bership dues, new member entry fees, and the profits of
  the previous year’s investments (after members have
  been paid their dividends and the Nautilus Club’s
  expenses have been covered). The amount of money avail-
  able for investment often reaches several billion dollars.
  Although results vary depending on the economic climate,
  members can expect to earn a 10% annual return on their
  investment in the Club. For many members, the Nautilus
  Club is simply one of many investments in their portfo-
  lio—it just happens to be an investment that comes with
  extraordinary fringe benefits. 
  Bases of Operation
  The Nautilus Club has no main base of operation. Instead, its
  members host events in their homes or at multi-million
  dollar convention centers, palaces, museums, and other
  awe-inspiring sites. At every Club function, time is set aside
  where members make apologies to their guests and retire to
  a private room to vote, make announcements, and handle
  other important club operations.
  Resources
  With over one thousand members worldwide, the Nautilus
  Club has tens of millions of dollars set aside as petty cash,
  even after investing for the year. Access to this money is
  limited to the council members, and any withdrawal from
  the general fund requires the presence and approval of four
  council members, one from each generation of elections. Of
  course, members may spend their own money on Nautilus
  Club projects and events, knowing they can reasonably
  expect to be reimbursed when the council next makes a
  withdrawal.
  Involving the Heroes
  Heroes are unlikely to become members of the Nautilus
  Club unless they are incredibly wealthy or a government
  or rival organization supports their entry into the Club
  for the purposes of espionage. Heroes could, however,
  be employed by the Nautilus Club, which often puts
  adventurers, scientists, and other highly trained specialists
  on retainer for a time when one of the members requires
  the services of a skilled team for a particular task. 
  PCs working for the Nautilus Club can requisition nearly
  anything they need, but the Club is unlikely to grant them
  access to illegal or military equipment unless they have
  earned its trust through service in past matters. Through its
  many connections, the Nautilus Club can also get heroes
  access to restricted sites or events they might not otherwise
  be able to enter. 
  Using the Nautilus Club
  The Nautilus Club serves as a ready friend or foe to the
  heroes in any adventure. Given the broad range of the Nau-
  tilus Club’s interests, they could provide the money to back
  a villain’s plans or become secret supporters of the heroes’
  endeavors, providing high-tech gadgets for their investiga-
  tions. The heroes might be tasked with protecting the Nau-
  tilus Club’s money or they might be asked to take it. The
  heroes might also find themselves facing off against the
  Nautilus Club as they attempt to stop some form of cruel
  and illegal research it funds. A party of player characters
  might be hired by the Hoffmann Institute to spy on a Nau-
  tilus Club vote, making for dangerous high-class espionage.
  Particularly unfortunate heroes might find themselves cap-
  tured to serve as test subjects at a research facility funded
  by the Nautilus Club.
  Learning About the Nautilus Club
  The following charts present the DCs for skill checks to
  discover information about the Nautilus Club. Use these
  charts when the heroes first encounter the Nautilus Club
  or as the basis for creating similar charts for specific ad-
  ventures. In each case, success at beating a DC grants that
  DC’s information and all the information provided by any
  lower DC results. GMs might what to award slightly more
  information than what is provided depending on how
  much a player’s roll exceeded a given DC. At the GM’s dis-
  cretion, other Knowledge skills might be used to reveal the
  same information.
  Gather Information
  Making this check represents what information a character
  can gain while hobnobbing with wealthy individuals who
  may have heard of the Nautilus Club. Remember that when
  the hero gathers information, his questions might find
  their way to unintended ears, particularly in the relatively
  small circle of the super wealthy. The Nautilus Club is cer-
  tain to be curious about anyone who takes an interest in
  their business.
  DC 20: The Nautilus Club is extremely secretive. Its
  members adore the work of Jules Verne and get together at
  parties to discuss it. 
  DC 25: Every New Year’s Eve, the Nautilus Club has a huge
  party, and only the richest people in the world are invited.
  Mostly they talk business, make insider deals, and trade
  favors that make them all richer.
  DC 30: In addition to loving Jules Verne, one needs to be
  a multimillionaire just to be invited to join the club, and
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  joining isn’t cheap. Members spend a million dollars each
  year just to stay in the club. 
  DC 35: The Nautilus Club is really an investors club. They
  keep things secret so that they can avoid certain tax reper-
  cussions. Digging too deeply into that could be dangerous.
  Research
  Making this check represents what information a character
  can gain about the Nautilus Club through research. The dif-
  ficulty of gaining this information might change depending
  on what method the hero uses to research and where they
  are researching. The DCs below represent what a character
  might find out if looking for general information about the
  Nautilus Club. For adventure-specific information, the GM
  should set the DC based on those in this chart. 
  DC 10: There are hundreds of clubs and organizations
  devoted to Jules Verne. 
  DC 15: The Nautilus Club is not the name of any publicly
  known Jules Verne club.
  DC 20: Other clubs associated with promoting Jules
  Verne are often closely associated with one another. Few of
  them have ever heard of “The Nautilus Club.”
  DC 25: The Nautilus Club is a group wealthy Jules Verne
  admirers. They seem to be a multinational group.
  DC 30: The Nautilus Club has no official registry, but it is
  associated with certain companies that invest in scientific
  research. 
  DC 35: Some of the companies that the Nautilus Club
  invested in have been accused of inhumane treatment of
  volunteer test subjects.
  DC 40: After World War II, the United States discovered
  evidence that the Japanese tested chemical and biological
  weapons on Chinese captives and their own citizens. In
  exchange for not revealing this information and trying
  Japanese leaders for war crimes, the U.S. took the informa-
  tion provided by Japan’s research. This arrangement
  was negotiated between Japanese and American
  Nautilus Club members.
  Members
  Nautilus Club members are
  incredibly wealthy individu-
  als whose egos are generally
  as large as their bank accounts.
  Being part of the Nautilus Club
  is often something done as a
  lark, a way to get into good
  parties and rub elbows
  with other unimagin-
  ably wealthy people.
  More serious mem-
  bers see the Nau-
  tilus Club as nexus
  for money and
  business from
  around the world—
  power and status
  are at the fingertips
  of every Nautilus Club
  member. Although all 
  profess the desire for the advancement of science, only a
  relative few actually have that ideal as their main goal.
  These people tend to be most interested in becoming coun-
  cil members, and they spend much of their time trying to
  bring other members around to their points of view so that
  voting goes their way.
  Membership in the Nautilus Club is supposed to be
  secret. If anyone suspects that the Club exists, members are
  supposed to lead them to believe it is nothing but a group
  of Jules Verne enthusiasts. At most, a member might say
  that it is a group is a sort of high roller’s investment club,
  where members talk about entrepreneurial opportunities.
  No one will ever reveal what programs the group backs.
  Club members’ dues are funneled through dummy corpora-
  tions, and completely separate shell organizations distribute
  the Nautilus Club’s funds.
  To preserve secrecy and to add an air of mystery to the
  group, members and those employed for Club business rec-
  ognize one another through the use of Jules Verne quota-
  tions in normal conversation and carrying an item or two
  that shows something from one of Jules Verne’s stories. A tie
  might have a pattern of tiny hot air balloons, or a pen might
  have the initial’s “JV” embossed on it in gold.
  Many of the ordinaries listed in Chapter Eight: Friend and
  Foes of the d20 Modern Roleplaying Game make fine
  Nautilus Club members. The dilettantes and politicians
  make excellent members, and these members might employ
  thug or taxi driver ordinaries as bodyguards or chauffeurs. 
  Sample Member
  The sample Nautilus Club member below is Thaddeus Rule,
  one of the current council members. Once a Texas oil
  tycoon, wise investment and well-placed bribes expanded
  Rule Industries to include offshore oil drilling, diamond
  mines, engineering firms, and pharmaceutical companies.
  JA
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  Rule’s business affairs have grown so large and granted him
  so much personal wealth that he now has a proxy deal with
  such mundane matters. Somewhat paranoid and shy, Rule
  lives almost exclusively on his luxury yacht, the Hatteras,
  although he owns no fewer than eleven mansions in various
  ports of call. Rule came to the attention of the Nautilus
  Club because of his keen interest in drug-induced genetic
  engineering. Now in the last year of his term, Rule fears
  that his absence on the council will result in a lapse of inter-
  est in genetic engineering just when the science is coming
  close to his goal. 
  For several years now, Rule has had the Nautilus Club
  investing in one of his pharmaceutical companies that tests
  gene-altering serums on subjects who have been kidnapped
  and brought to a private island. Many of the test subjects
  die during the process. This fact would not bother the Nau-
  tilus Club members, but they might be given pause by the
  fact that Rule allows some captives to escape into the
  jungle so that he can indulge in his favorite pastime: hunting
  and killing human beings.
  Thaddeus Rule (Smart Hero 6/Tough Hero 3/Charis-
  matic Hero 3): CR 12; Medium-size human; HD 6d6+18 plus
  3d10+9 plus 3d6+9; hp 85; Mas 17; Init +1; Spd 30 ft.; Defense
  19, touch 16, flat-footed 18 (+1 Dex, +5 class, +3 undercover
  vest); BAB +6; Grap +7; Atk +7 melee (1d6+1 nonlethal,
  unarmed strike) or +7 melee (1d6+1/18–20, sword cane); Full
  Atk +7/+2 melee (1d6+1 nonlethal, unarmed strike) or +7/+2
  (1d6+1/18–20, sword cane) or +7/+2 (2d6, TEC-9); FS 5 ft. by
  5 ft.; Reach 5 ft; AL Rule Industries, the Nautilus Club, evil; SV
  Fort +9, Ref +6, Will +7; AP 6; Rep +5; Str 12, Dex 13, Con 17,
  Int 20, Wis 14, Cha 16.
  Occupation: Adventurer (bonus class skills: Drive, Pilot).
  Skills: Bluff +13, Diplomacy +13, Drive +13, Gather Infor-
  mation +9, Intimidate +16, Knowledge (business) +23, Knowl-
  edge (civics) +17, Knowledge (earth and life sciences) +16,
  Knowledge (popular culture) +12, Knowledge (streetwise)
  +10, Knowledge (technology) +17, Navigate +14, Pilot +16, Pro-
  fession +16, Read/Write English, Read/Write Cantonese,
  Sense Motive +6, Speak English, Speak Cantonese, Spot +12,
  Swim +6.
  Feats: Advanced Firearms Proficiency, Archaic Weapon
  Proficiency, Armor Proficiency (light), Brawl, Educated
  (Knowledge [business], Knowledge [civics], Knowledge
  [earth and life sciences], and Knowledge [technology]),
  Frightful Presence, Heroic Surge, Personal Firearms Profi-
  ciency, Simple Weapons Proficiency, Surface Vehicle
  Operation (ship), Surface Vehicle Operation (powerboat),
  Vehicle Expert.
  Talents (Smart Hero): Savant (Knowledge [business]),
  exploit weakness, plan.
  Talents (Tough Hero): Damage reduction 1/–, second
  wind.
  Talents (Charismatic Hero): Coordinate, inspiration.
  Possessions: Sword cane, TEC-9 (9mm machine pistol),
  64 rounds of 9mm ammunition, undercover vest, cell phone,
  electro-optical binoculars, compass, various gear and
  personal possessions.
  The Hatteras
  The Hatteras is a Blohm and Voss 77m Luxury Yacht built
  for Thaddeus Rule to use as his home on the water.
  Almost 255 feet long and 45 feet wide at its widest point,
  the ship exudes opulence. Custom designed, the yacht
  has its own character but has several standard features.
  The aft of the main deck features four cranes and enough
  room to bring two 30-foot-long or smaller ships aboard,
  while the captain’s deck accommodates a helicopter pad.
  In addition to rooms for crew, the ship features three
  luxury apartments, four guest cabins, a solarium, dining
  room, and swimming pool.
  Sailing at cruising speed, the Hatteras can travel over
  6,000 nautical miles, enough for Rule to reach—and return
  from—international waters. Rule runs the Hatteras with a
  crew of twenty-eight. The crew includes no fewer than
  four chefs and eight waitstaff/housekeepers. All are ex-
  military personnel who can defend the ship should neces-
  sity require it (use the low- and mid-level thug statistics
  found on pages 273–274 of the d20 Modern Roleplaying
  Game). All are paid extraordinarily well and are com-
  pletely loyal, although their loyalty comes as much from
  fear of Rule as from respect for him. Despite his slight
  build, Rule cuts an imposing figure, and the crew under-
  stands that Rule makes no idle threats. 
  Beyond the usual options available in a luxury yacht, the
  Hatteras features a prow and hull reinforced for icebreak-
  ing, bullet-resistant windows and walls, and a hidden brig.
  The map presented for the Hatteras can be used as the
  basic map for any large luxury yacht. With some adjustment,
  the map could be used for a coast guard vessel or the trans-
  port ship of a drug cartel.
  Hatteras (255-foot luxury yacht): Crew 10 (minimum);
  Passengers 12+; Cargo 50,000 lb.; Init –6; Maneuver –6; Top
  Speed 45 [4]; Defense 2; Hardness 5; hp 80; Size C; Purchase
  DC 60; Restriction Lic [+1].
  1. Bridge: The ship is piloted from this room. In addition to
  steering and speed controls, it houses radio and navigational
  equipment as well as sonar and radar screens that reveal
  objects in and above the water.
  2. Exterior Walkway.
  3. Captain’s Quarters: The ship’s captain resides in this
  room. In addition to having a larger room, the captain has a
  small private shower and head.
  4. Crew Quarters: The crew resides in these rooms, sleep-
  ing on bunked beds. Three for four crewmembers live in
  each room, so personal possessions are kept to a minimum
  or stored in the cargo hold.
  5. Helicopter Landing Pad: Rule keeps his Bell Model 212
  helicopter on the landing pad, fueled up and ready to go
  at a moment’s notice. When at anchor, Rule often flies to
  his intended destination rather than taking a skiff to shore.
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  THE HATTERAS
  _____________________________
  _____________________________
  Scale: One Square = 5 Feet
  MAIN DECK
  LOWER DECK
  CAPTAIN’S DECK
  UPPER DECK
  1
  2
  3
  4
  4
  4
  4
  4
  4
  4
  7
  5
  13
  12
  27
  8
  6
  7
  7
  7
  7
  7
  10
  10
  10
  11
  11
  11
  9
  9
  9
  1. Bridge
  2. Exterior Walkway
  3. Captain’s Quarters
  4. Crew Quarters
  5. Helicopter Landing Pad
  6. Pool Deck
  7. Storage Closet
  8. Pool Lounge
  9. Luxury Apartment
  10. Luxury Apartment
      Bathroom
  11. Luxury Apartment
     Bedroom
  12. Sun Salon
  13. Sun Deck
  14. Retractable Dock and Gangway
  15. Aft Deck
  16. Dining Room
  17. Lounge
  18. Guest Cabin with Private Bath
  19. Changing Room, Showers, and 
       Restroom
  20. Retractable Diving/Mooring Deck
  21. Kitchen
  22. Pantry
  23. Walk-in Refridgerator and Freezer
  24. Engine and Utility Room
  25. Cargo Hold
  26. Hidden Brig
  27. Stairs
  14
  18
  19
  18
  17
  16
  15
  25
  27
  25
  21
  24
  22
  23
  26
  18
  18
  S
  KAULAZZ
  DESIGN & ENGINEERING
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  6. Pool Deck: The pool deck is shaded by the helicopter
  pad but open to the air. It features a 35-foot-long heated
  pool.
  7. Storage Closet.
  8. Pool Lounge: The sunny pool lounge features two hot
  tubs and four small changing rooms in addition to many
  comfortable chairs and a small bar.
  9. Luxury Apartment: Each luxury apartment features a
  living room area with a televison, DVD player, mini-bar, and
  half-kitchen. 
  10. Luxury Apartment Bathroom: The luxury apartment
  bathrooms feature whirlpool tubs, saunas, multihead show-
  ers, and multiple sinks as well as private toilets.
  11. Luxury Apartment Bedroom: Luxury bedrooms feature
  king-sized beds, reading nooks, televisions, and DVD players.
  12. Solarium: This room has a panoramic view with large
  sloping windows. In addition to a small bar, several couches,
  and many plants, it features a shuffleboard court. 
  13. Sun Deck: The sun deck is a great place for fishing, tan-
  ning, or watching the sea. Inflatable lifeboats are on hand in
  the event that the ship should sink, and a significant portion
  of the deck is taken up by the towing anchors.
  14. Retractable Dock and Gangway: A large retractable
  dock and gangway can be lowered from the upper deck to
  allow smaller ships to dock next to the Hatteras.
  15. Aft Deck: The aft deck holds Rule’s two touring boats, a
  Capri speedboat and Targa cabin cruiser. Four large cranes
  and winches can lift such small boats out of the water and
  bring them aboard.
  16. Dining Room: The table in this large dining room com-
  fortably seats ten people but it can be expanded to seat
  four more. Large windows in the outside wall allow natural
  lighting when the shades aren’t drawn.
  17. Lounge: This large room on the main deck serves as a bar
  for the ship and a second, less informal dining area. It fea-
  tures many soft chairs, small tables, and a big-screen televi-
  sion hooked up to a satellite dish.
  18. Guest Cabin with Private Bath: Although smaller than
  the luxury apartments, the guest cabins are nearly as well
  apportioned. Each features a private bath with shower, tub,
  sink, and sauna, as well as a bedroom/living room with a
  breakfast and reading nook. 
  19. Changing Room, Showers, and Restroom: This room
  provides a public restroom, a shower for the crew, and a
  place where guests can change after a swim.
  20. Retractable Diving/Mooring Deck: A door from the
  main deck allows individuals to access a small retractable
  deck to which small boats can be moored. Guests can also
  dive from here to swim in the surrounding waters.
  21. Kitchen: The ship’s kitchen would be fitting for a five-
  star restaurant and contains everything the ship’s four chefs
  would need to make opulent meals.
  22. Pantry.
  23. Walk-in Refrigerator and Freezer. This room-
  sized refrigerator contains an additional walk-in freezer
  at the back. 
  24. Engine and Utility Room: This room grants access to
  the ship’s engines, water controls, and electrical controls.
  25. Cargo Hold: Cargo must be carried down to the hold
  through the stairway, so much of what lies in this room are
  ship supplies, personal possessions of the crew, disused furni-
  ture, and trinkets Rule has picked up in his travels. This room
  also serves as the ship’s armory. The crew generally keeps
  weapons locked in trucks in their rooms or on their persons
  when travelling in international waters, but when in port, the
  crew’s weapons are stored in locked cabinets here (along with
  a selection of weapons Thaddeus Rule has collected).
  26. Hidden Brig: Hidden behind a secret door on the cargo
  hold (DC 30 Search check) lies the Hatteras brig. Eight small
  cells provide Rule with a place to put crewmembers who
  disobey him or captives he wants to bring to his private
  island. The walls around the brig are soundproofed and
  coated in thick steel, making discovery or escape unlikely.
  27. Stairs: These stairs wind their way through the ship from
  top to bottom. The landings on the lower and upper deck
  feature comfortable chairs for reading.
  NEO-SCIENTOLOGISTS
  Formed out of a schism within the Church of Scientology,
  Neo-Scientology is a quasi-religion conceived by a man
  named William Kwouk to trick humans into surrendering
  control of Earth to the alien fraal and becoming their will-
  ing servants.
  Agenda: Convert world leaders to Neo-Scientology to
  advance an agenda of human/alien coexistence.
  Structure: Religious organization.
  Symbol: A modernized version of Leonardo da Vinci’s
  “Proportions of a Man.”
  Most Common Allegiance(s): Neo-Scientology, fraal.
  Requisition Limit: 40.
  Overview
  The Church of Neo-Scientology began in 1994, four decades
  after the founding of the Church of Scientology. One June
  day, an otherwise ordinary-looking Asian man walked into
  the Celebrity Center in Hollywood, California, and
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  explained that he was interested in pursuing Scientology as
  a way of better understanding his ability to read minds.
  Understandably skeptical, the Scientologist advisors admin-
  istered their standard personality test and found that this
  remarkable young man had scored highly. He further
  amazed them by demonstrating his psychic talents,
  announcing the names and social security numbers of the
  people brought in to see him—before they had even
  entered the room.
  This man’s name was William Kwouk, and the Scientol-
  ogists were so delighted to have him join their church
  that they failed to detect that he wasn’t human. Kwouk
  was, in fact, a fraal (see the “Fraal” entry in Chapter One).
  He used psionic techniques to disguise his appearance,
  imitating a young man whom the grays had abducted a
  month before. The current Kwouk disposed of the origi-
  nal, took his place, and began
  carrying out his own agenda.
  Kwouk felt that his people were
  wasting their time protecting
  humankind—that humans were
  bent on self-destruction, and as
  such, were really only fit to act as
  a servitor race to a more advanced
  culture. Tired of seeing the fraal
  confined to their city-ships,
  Kwouk felt that his species
  deserved the chance to remake
  the world. If the humans objected,
  they could be removed. However,
  doing so would be costly to the
  fraal, and too many fraal clung to
  the belief that they should
  observe and protect, but not
  interfere with, humanity. Kwouk
  reasoned that if he could convince
  the humans to surrender Earth to the fraal, he wouldn’t have
  to convince the fraal to abandon their philosophy of non-
  involvement, and no fraal would be hurt.
  Kwouk knew that religions guided human ideologies—
  sometimes directly, sometimes not—but most of human-
  kind’s religions had been in place for centuries and would
  not be easy to subvert with tales of alien visitations and
  guidance. Scientology, on the other hand, was a new religion
  founded by a science fiction writer and philosopher. L. Ron
  Hubbard had died in 1986, and Kwouk knew that if he gained
  the trust of some of the Church’s new leaders, he could
  reveal his true form to them and claim that he had inspired
  Hubbard to create Scientology.
  Kwouk, with his apparently flawless telepathic ability,
  was an instant celebrity among the Scientologists, and he
  advanced quickly through their ranks—but not quickly
  enough for his tastes. In early 2002, Kwouk decided that the
  rules and regulations of the Church of Scientology were
  holding him back. Conversion would take too long. He
  gathered his closest associates from the Church and told
  them that he wanted to work to change the direction of Sci-
  entology. Some supported his plan and some didn’t, leading
  to Scientology’s first major schism.
  Kwouk and his followers were forced to leave the Church
  of Scientology, but they managed to create a great deal of
  confusion in the process by publicly proclaiming that Hub-
  bard’s vision had become corrupted since his death, and that
  the current leadership was doing more harm than good. The
  Scientologists sued, but the damage was done; many from
  the Church left to follow Kwouk’s “pure” way.
  Now, William Kwouk is the Director of the Church of
  Neo-Scientology and spends his time writing “religious”
  texts, alternately denouncing Scientology as a “crackpot
  religion” and expounding upon his theory that enlightened
  alien beings are quietly observing Earth and waiting for
  mankind to reach a similar state of enlightenment. He is
  involved in a tense legal battle with the Scientologists but
  is confident that he can drag out the proceedings for years,
  if need be. With his telepathic abilities, he has the advan-
  tage of always knowing what
  the Scientologists’ lawyers are
  going to say next.
  Structure
  The 300,000 current Neo-Sci-
  entologists are divided into
  two orders, called Signs and
  Voices. Voices are the re-
  cruitment arm, bringing new
  members into the religion
  (including a large number of
  people who have left the
  Church of Scientology for
  whatever reason). Signs are the
  training arm, working with
  Director Kwouk to develop
  their own latent psychic
  abilities.
  Bases of Operation
  The Neo-Scientologists have three churches at present,
  with two more under construction in Brazil and France.
  The world headquarters is located in Montreal, Canada,
  and the two satellite churches are in San Francisco, Cali-
  fornia, and Salisbury, England. Despite being labeled
  churches, though, these buildings are constructed more
  like universities, with large, open campuses and numerous
  lecture halls.
  Resources
  The Church of Neo-Scientology has as much access to
  resources as any private university but also benefits from
  the availability of various alien artifacts collected over the
  years by Dr. Kwouk. The existence of these items is a closely
  guarded secret shared only by Kwouk and his circle of star
  pupils. Kwouk has secured a number of patents for designs
  based on these items, the residual payments from which
  enable him to finance most of the Church of Neo-Scientol-
  ogy’s operating costs. Additionally, donations from mem-
  bers bring in sufficient annual revenue that the Church can
  afford to expand at a constant rate.
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  Involving the Heroes
  The heroes can meet the Neo-Scientologists in any number
  of ways, from visiting a Neo-Scientologist church to being
  approached by a “Voice” on the street. (Voices approach
  potential members and ask them to take a 5-minute per-
  sonality test as a kind of survey.)
  If the heroes are interested in UFO sightings, they have an
  even greater chance of happening across the Neo-Scientol-
  ogists. Director Kwouk has instructed a segment of the Neo-
  Scientologist “Signs” to collect as much data as possible on
  such sightings, ostensibly as an exercise in using their abili-
  ties. Kwouk is actually hoping that his fellow fraal will
  abduct a few of his more talented telepaths; the humans
  can become even more comfortable with the idea that
  aliens exist, while the fraal can see that at least some
  humans embrace the idea of co-existing with aliens.
  The heroes will most likely perceive the Neo-Scientolo-
  gists as a dangerous cult and actively oppose them. The GM
  may purposefully foster this perspective if the campaign
  model allows the heroes access to psionic classes (see the
  AGENTS OF PSI campaign model in Chapter Nine: Campaign
  Models of the d20 Modern Roleplaying Game). The Neo-
  Scientologists will be particularly interested in recruiting
  individuals with the Wild Talent feat, whether they want to
  be recruited or not.
  Using the Neo-Scientologists
  The GM should introduce the Neo-Scientologists gradually,
  almost as a bit of background flavor. The heroes might first
  become aware of the ongoing court case between the Sci-
  entologists and their splinter group, then see Neo-Scientol-
  ogist “Voices” offering free personality tests in public
  places, such as shopping malls and airports. In time, the
  heroes could begin seeing construction of a Neo-Scientolo-
  gist church in their area. Eventually the heroes should be
  intrigued enough—or concerned enough—to want to find
  out more about the Neo-Scientologists, which could ulti-
  mately lead to a meeting with the local director.
  The director of any given Neo-Scientologist church is
  almost certainly one of William Kwouk’s handpicked
  Signs—and therefore aware of Kwouk’s true nature, if not
  his true goal. This person should have no more than two
  levels of the Telepath advanced class, but even that allows
  for the detect psionics and lesser mindlink psionic
  powers, which the director puts to good use testing the
  abilities and motives or any outsider who walks into his
  or her office. The Neo-Scientologists are not interested
  in physical confrontation, but they do like to know who
  is investigating them and why. If a church director encoun-
  ters anyone clearly bent on opposing the Church of Neo-
  Scientology, the director informs William Kwouk, who is
  more than willing to use his powers to cause problems for
  his detractors.
  Learning About the Neo-Scientologists
  Investigating the Neo-Scientologists is difficult, because
  to anyone who is not well versed in New Age Religions,
  they appear to be indistinguishable from the Church of
  Scientology. The heroes can use the Gather Information,
  Knowledge (current events), Knowledge (philosophy and
  theology), or Research skills to gather data. In each case,
  success at beating a DC grants that DC’s information and all
  the information provided by any lower DC results. GMs
  might what to award slightly more information than what is
  provided depending on how much a player’s roll exceeded a
  given DC. At the GM’s discretion, other Knowledge skills
  might be used to reveal the same information.
  Gather Information
  Gather Information works with any average member of the
  Church of Neo-Scientology, or those who have had contact
  with them. Unfortunately, the people who know the real
  answers—the directors and William Kwouk—don’t share
  information quite so easily, so Gather Information can only
  tell the heroes so much.
  DC 1: The Neo-Scientologists are a splinter faction of the
  Church of Scientology; the two groups apparently don’t like
  each other much.
  DC 5: Neo-Scientology is technically a religion, but
  nobody really knows the tenets of the faith.
  DC 10: The Neo-Scientologists split off from the Church
  of Scientology because the “Neologists” felt that the Scien-
  tologists had lost their faith and were only interested in
  maintaining the status quo.
  DC 15: Neo-Scientologists don’t believe in violence, but
  their churches are patrolled by armed private security—pre-
  sumably because Scientologists keep trying to sabotage
  them or something.
  DC 20: Neo-Scientologists are particularly interested in
  UFO sightings nd will interview anyone who claims to have
  been abducted by aliens.
  DC 30: The Neo-Scientologists believe that aliens are an
  enlightened species observing Earth until such time as
  humankind is ready to join them in the stars.
  Knowledge (Current Events)
  A Knowledge (current events) check against the Church of
  Neo-Scientology represents what a hero knows about
  media coverage of the group. Again, the Neo-Scientologists
  don’t advertise their true philosophy much, so the news
  services only know what the Neo-Scientologists want them
  to know.
  DC 1: The Church of Neo-Scientology split off from the
  Church of Scientology, and now there’s a legal battle going
  on between them.
  DC 5: The crux of the legal battle is over the name; the
  Scientologists don’t want to be associated with the “mis-
  guided goals of the Neologists.” The Church of Scientology
  doesn’t particularly mind that some of their members have
  split off to form a new group.
  DC 10: The Neo-Scientologists are headquartered in
  Montreal and have built or are building church-campuses in
  San Francisco, England, France, and Brazil.
  DC 15: The worldwide Director of the Church of Neo-Sci-
  entology is William Kwouk, a naturalized U.S. citizen origi-
  nally from South Korea. He was a Scientologist from 1994 to
  2001, when he departed to form his own group.
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  DC 20: Kwouk was an up-and-comer in the Church of Sci-
  entology, rising to the position of prominence and gaining a
  large following inside the Church in just a few short years.
  DC 25: When Kwouk left the Church of Scientology, most
  of his adherents followed him immediately, and most of the
  rest followed within the next year.
  Knowledge (Philosophy and Theology)
  A Knowledge (philosophy and theology) check can provide
  a character with an understanding of the tenets of the Neo-
  Scientology faith.
  DC 5: The Neo-Scientologists believe that human beings
  should progress spiritually just as quickly as they progress
  physically and technologically. The rapid growth of tech-
  nology and population, though, has brought with it too
  many distractions, and the human spirit is faltering.
  DC 10: Like the Scientologists, Neo-Scientologists believe
  that a human’s personality determines how well that person
  copes with life. Improve the personality, and you improve
  that human’s ability to deal with life.
  DC 15: Like the Scientologists, Neo-Scientologists believe
  that humans have an “analytical” and a “reactive” mind. Too
  much of what happens to humans—pain, fear, anger—causes
  a response in the reactive mind. Were the analytical mind
  allowed to react, a human could deal with such things
  rationally and therefore effectively.
  DC 20: Scientologists and Neo-Scientologists both strive
  for a state of “Clear,” in which the individual sheds his reac-
  tive mind. However, Neo-Scientologists believe that being a
  Clear is just a step to another state of mind: “Aware.”
  DC 25: “Awares” are able to tap into humankind’s collec-
  tive subconscious—the platform upon which the analytical
  and reactive mind stand—to accomplish even greater things.
  Theoretically, an Aware would be able to read minds, move
  objects telekinetically, and see the future—though, of
  course, no one, not even Director Kwouk, has reached that
  stage yet.
  Research
  Research checks represent what the hero can find out by
  checking out various media services, including the Neo-Sci-
  entology web page. This check provides information about
  the Church of Neo-Scientology’s history and progress.
  DC 1: The Church of Scientology so strongly disagrees
  with the research being done by the Church of Neo-Scien-
  tology that they are pressing a legal battle to ensure that
  there can be no confusion between them.
  DC 5: The Neo-Scientologists are headquartered in
  Montreal and have built church-campuses in San Francisco
  and England, with new church-campuses being con-
  structed in France and Brazil. Each of these, except the
  one in England, is located in the same city as a Scientology
  church; the English one is in Salisbury, about 20 kilometers
  from Stonehenge.
  DC 10: The worldwide Director of the Church of Neo-Sci-
  entology is William Kwouk, a naturalized U.S. citizen origi-
  nally from South Korea. He was a Scientologist from 1994 to
  2001, when he departed to form his own group. Kwouk was
  highly regarded by the Scientologists until he parted ways
  with them.
  DC 15: Kwouk learned the tenets of Scientology quickly
  and was considered some kind of savant. Excerpts from Sci-
  entologist conventions mention his name several times,
  with the implied understanding that Kwouk would someday
  be leading the Church of Scientology.
  DC 20: Excerpts from interviews with Kwouk himself
  show him as a very humble, but driven, man with a quick
  sense of humor and an ability to immediately grasp any con-
  cept put before him.
  DC 25: Early in his time with the Scientologists, Kwouk
  claimed that he could read minds and apparently was quite
  adept at guessing hidden information. The Scientologists,
  though, convinced him that this was a delusion—a rational-
  ization of his keen empathy and intuition.
  DC 30: One of Kwouk’s first acts as Director of the
  Church of Neo-Scientology was to include Zener cards in
  the standard personality test. (Zener cards are cards bearing
  one of five symbols—star, square, cross, circle, and wavy
  lines—used to test for ESP ability.)
  Members
  Neo-Scientologists can be anyone. What marks them as dif-
  ferent is that they have an allegiance to Neo-Scientology
  and have foregone any allegiance to evil or chaos—or are
  trying to. The truly unusual members of the church are the
  Signs: the people who have eerily accurate intuition and
  have undergone training with William Kwouk himself.
  Neo-Scientologist Sign (Charismatic Hero 3/Telepath
  3): CR 6; Medium-size human; HD 3d6 plus 3d6; hp 21;
  Mas 10; Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12
  (+1 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3–1 non-
  lethal, unarmed strike); Full Atk +1 melee (1d3–1 nonlethal,
  unarmed strike) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  psionics, trigger power (charm person); AL Neo-Scientol-
  ogy; SV Fort +3, Ref +4, Will +8; AP 3; Rep +3; Str 9, Dex 12,
  Con 10, Int 13, Wis 14, Cha 15.
  Occupation: Academic (bonus class skills: Gather Infor-
  mation, Knowledge [behavioral sciences], Knowledge [the-
  ology and philosophy]).
  Skills: Autohypnosis +6, Bluff +8, Diplomacy +13, Gather
  Information +11, Knowledge (arcane lore) +5, Knowledge
  (behavioral sciences) +10, Knowledge (business) +7, Knowl-
  edge (current events) +4, Knowledge (popular culture) +5,
  Knowledge (theology and philosophy) +10, Profession +4,
  Psicraft +5, Read/Write English, Read/Write Language (any
  one), Sense Motive +11, Speak English, Speak Fraal, Speak
  Language (any one).
  Feats: Attentive, Educated (Knowledge [arcane lore],
  Knowledge [behavioral sciences], Knowledge [business], and
  Knowledge [theology and philosophy]), Iron Will, Simple
  Weapons Proficiency, Trustworthy, Wild Talent (far hand).
  Talents (Charismatic Hero): Charm, coordinate.
  Telepath Powers Known (3/3): 0—detect psionics, far
  hand, missive (DC 12); 1st—charm person (DC 13), control
  object, lesser mindlink.
  Possessions: Business suit, cell phone, notebook com-
  puter, various gear and personal possessions.
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  NOVA RECORDS
  Star quality, razzle-dazzle, a twinkle in the eye, that special
  something. Whatever you call it, that’s what Nova Records
  recording artists have and what the rest of the recording
  industry seems to lack. Whether it’s pop, rap, punk, rock,
  country, classical, jazz, or blues, Nova Records always seems
  to have someone at the top and the next big thing waiting
  in the wings. Nova Records finds singers, songwriters, com-
  posers, mixers, and producers with charisma. They put a
  pretty face on every aspect of the recording industry, and
  every sensation Nova puts in the spotlight looks, walks, and
  talks like a movie star.
  Nova Records represents a shining example of an aggres-
  sive and ambitious music recording corporation that turns
  talented artists into megawatt superstars—despite the
  tumultuous relationship of its two co-owners. 
  Agenda: Make enormous sums of money by promoting
  artists, producing music, and selling records.
  Structure: Corporation.
  Symbol: The word “Nova” with a starburst replacing
  the “o.”
  Most Common Allegiance: Nova Records, music artists.
  Requisition Limit: 35 (licensed).
  Overview
  Nova Records was no overnight sensation. Like many
  recording studios, it started out small. Nova Records had its
  infancy as B&C Recording in Marengo, Illinois. Two brothers,
  Burt and Chad Becksworth, created a small recording studio
  in a tool shed on their parents’ farm and made a record of
  their sister Celia’s fine gospel singing. The Becksworth family
  had a long tradition in music, and Burt and Chad’s father had
  been a highly acclaimed jazz musician before an accident
  severed half the fingers on his left hand. With a little effort
  and their father’s music connections, they managed to put a
  demo tape in the hands of several record companies. In no
  time, their sister was signed and sent off to a real recording
  studio. In a few months, Celia could be heard singing catchy
  pop songs on radio stations from coast to coast, and TV
  shows were touting her as “one of the preeminent voices of
  our time.” Living the life of a pop star, she swiftly forgot
  about her brothers and their struggling recording studio
  and, for their part, her brothers did the same. 
  Ironically and tragically, Celia was also the force that
  pulled the family back together a few years later when she
  perished in an airplane crash. As many media pundits would
  soon point out, like James Dean she might well have been
  lucky in that she died at the height of her popularity. Before
  the crash, her career had been flat and record sales were
  quickly trending down; there had even been talk of the lable
  releasing Celia from her contract. However, the record com-
  pany wasted no time capitalizing on her death. It released
  special collections, tribute albums, remixes, and albums of
  previously unreleased tracks. Some of the unreleased songs
  even seemed to have prophetic lyrics about the time and
  manner of her death, and Chad and Burt’s sister suddenly
  became the center of a pop-culture phenomenon. Although
  her music eventually faded from popularity, the record
  company earned tens of millions of dollars in the wake of
  Celia’s death.
  Chad and Burt drew many lessons from the experience,
  but the most valuable was the secret behind their sister’s
  success—marketing. Celia had a nice singing voice and a
  decent stage presence, but the record company trans-
  formed her into a star in fewer than twelve months, then
  elevated her into a superstar at a point where she was com-
  pletely incapable of doing promotion or performing con-
  certs. People all over the world had been tricked into
  thinking that Celia Becksworth stood side by side with the
  likes of Elvis Presley and the Beatles. This proved to Burt and
  Chad that you really can manufacture a star.
  With this new vision, Chad and Burt took their share of
  Celia’s success and set out to make a name for their
  company and one of the local country bands they recorded.
  They changed their company’s name to Nova Records, a
  reference to the explosive entrance they planned to make
  on the popular music scene. That explosion took a couple
  of years to manufacture, but eventually a rap star called
  Jazzy Z succeeded in bringing international attention to
  Nova Records.
  From the beginning, Burt and Chad treated Jazzy Z as
  though he was a superstar. They hired bodyguards to escort
  him to all public appearances, arranged for police barricades
  to be put in place before he would leave his limousine, and
  made sure that he traveled first class all the way. Of course,
  they also paid local actors to play the part of screaming fans
  at his public appearances, bribed on-air radio personalities
  to work Jazzy Z’s material into the rotation, and bombarded
  national magazines (especially the tabloids) with “scoops”
  about the singer’s whereabouts and activities. Although
  Jazzy Z eventually changed his name and signed with
  another studio, his success gave Nova Records a foothold in
  the industry and a reputation as a company that took care
  of its artists.
  The tactics that catapulted Jazzy Z to stardom are still in
  use at the company today. Nova Records is not unique in
  manufacturing fame for its artists, but it stand out because
  of its ability to create so many stars in different parts of the
  company. Nova Records spends millions of dollars promot-
  ing its artists, but it spends just as much to promote its pro-
  ducers, sound mixers, songwriters, talent spotters, and the
  company itself. This barrage of propaganda must be modi-
  fied to suit the tastes of different audiences, but Burt and
  Chad seem capable of handling multiple demographics.
  Nova Records has multimillion-dollar deals that guarantee
  its music will be heard in commercials, movie soundtracks,
  and awards ceremonies. It even has its own network of radio
  stations that play nothing but Nova Records hits. The com-
  pany is a colossal success.
  Nova Record’s reputation is pointed to as a triumph of
  advertising and spin doctoring. Politicians study its market-
  ing strategy. Corporations from every industry pay exorbi-
  tant fees to have Nova Records executives run seminars and
  workshops for their marketing and PR departments. Most
  employees want to stay with the company, but those who
  don’t find that having Nova Records on their resumes makes
  them highly sought after and practically guarantees a rise in
  base salary.
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  The only dark spot on Nova Records’ reputation is the
  growing division between its two founders, Burt and Chad
  Becksworth. Since the beginning, the two have had a
  famously tumultuous working relationship. However, their
  fraternal love and shared vision has always pulled them
  together in a crisis. In recent months, though, their rela-
  tionship has soured. Fortunately the company has grown
  large enough to handle the slings and arrows, because
  Burt and Chad are focusing all their time and energy trying
  to cut one another out of various deals. The source of this
  argument seems to be an aborted deal to buy Columbia
  Records. Since that fell through, neither brother has
  attended any meeting or business function at which the
  other is scheduled to appear.
  The brothers have become regulars on the covers of
  supermarket tabloids. One headline proclaimed that Burt’s
  now-deceased second wife had a ménage a troi with both
  Chad and Chad’s wife. Another claimed to have shocking
  photos of a private Tahitian vacation Burt took with Chad’s
  stepdaughter. At first this feud was just embarrassing, but
  someone from Nova Records recent-
  ly leaked copies of furious letters,
  emails, and memos Chad and Burt
  have issued. The documents
  show that their anger at one
  another is causing them to
  pursue business deals and
  investments that could very well threaten the stability of
  their multi-billion dollar company.
  The brothers’ feud has Nova Records’ stock at its lowest
  price in a decade. Although the company continues to
  profit as a whole, the loss of consumer confidence has led
  to layoffs and a scaling back of the luxurious treatment
  afforded to many recording stars. Rumors abound that the
  end is near for the company. The truth, however, is that
  there’s no feud at all between Chad and Burt—the whole
  thing is a put on. 
  The Columbia Records purchase fell through for com-
  pletely unrelated reasons, but Burt and Chad realized that
  their company’s stock would feel a pinch based on specula-
  tions that the cause might be some weakness in Nova
  Records’ corporate structure. Rather than giving it the usual
  PR spin, they hit upon a strange plan. By appearing to fight
  with each other, and drawing the media into it, they could
  further drive the price of their stock down. This, in turn,
  would give them an excuse to purge some bureaucratic
  baggage the company had accumulated during the eco-
  nomic boom years. They could curb the expenses lavished
  on their stars, which had grown to the point where they
  threatened profitability. 
  When stock prices get low enough, Burt and Chad will
  begin their “stock fight,” with each buying back as much
  stock as they can to seize control of the company and “kick
  my no good brother out once and for all.” When they
  manage to purchase a combined 75% of the company, they’ll
  publicly make up (probably having one brother save the
  other brother’s life with a bogus organ donation), throw a
  huge party, and roll out a PR blitz like nothing ever seen
  before it. Both will own larger portions of the company, and
  the market will suddenly realize how undervalued the
  newly streamlined Nova Records is, making their invest-
  ments even more valuable. 
  In the meanwhile, Nova Records enjoys the media spot-
  light as its feuding brothers put on the show of their lives.
  Chad and Burt just need to protect their little secret until
  the time is right.
  Structure
  Nova Records has a standard corporate structure. At the
  moment, Chad and Burt are fairly well relegated to the
  status of figureheads, despite the need for their signatures
  on all major deals. They lost much of their authority as they
  sold or granted stock to various executives over the years.
  However, if their current plans come to fruition, they will
  soon regain control over Nova Records. 
  Bases of Operation
  Nova Record’s main office is in Manhattan, but it has a large
  branch in Hollywood and owns many smaller recording
  studios all over the U.S. and the world. Its UK branch has
  offices in London, and Nova
  Records even has a French
  division in Paris. The Man-
  hattan headquarters consists
  mostly of offices and cubicles,
  but the areas that are open to the
  public seem more like a theme park
  or museum. The Nova Records headquarters has become a
  tourist attraction where visitors can catch glimpses of a
  music sensation or movie star entering or leaving one of the
  buildings. Usually these are look-alikes that the company
  hires to make dozens of entrances and exits per day, just to
  excite the fans. 
  Nova Record’s recording studios are eclectic. Some are
  sleek and high-tech, while others are homey and rustic.
  They are located in places as varied as an old church, an
  ancient cave, and the penthouse of a high-rise building.
  Resources
  Nova Records has millions of dollars of “play money” at its
  disposal. The Becksworth brothers use this money to take
  over successful small competitors, buy property, and pay for
  huge promotional shows and advertising. When a performer
  gains the national or international spotlight, Nova Records
  can afford to spend buckets of cash on PR and marketing to
  fan public interest.
  Involving the Heroes
  Nova Records can easily be integrated into the background
  of a Charismatic hero. The hero might be an aspiring music
  star already under Nova Records’ wings or under a different
  label and hoping to be noticed by Nova Records’ talent
  scouts. Other heroes might also work for Nova Records in
  any number of capacities. Strong or Tough heroes might be
  roadies, bodyguards, or drivers. Fast heroes might be
  dancers, choreographers, or personal trainers for the record-
  ing stars. Smart or Dedicated heroes might be managers,
  engineers, or promoters. 
  Heroes who are employees of Nova Records can req-
  uisition all manner of recording and music equipment.
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  Limousines, luxury jets, and other vehicles aren’t out of the
  question. Nova Records will furnish guns and body armor
  for the protection of important company members. In the
  past, Nova Records often acquired illegal goods and services
  for stars, but now it is more careful and does so only rarely.
  Using Nova Records
  Nova Records provides the GM with a sponsor for every-
  thing from parties at mansion to concerts in nightclubs,
  from glitzy press conferences to vandals spraypainting graf-
  fiti as part of guerilla marketing campaigns. Nova Records
  can provide representation for slick celebrity villains and
  give the GM an excuse to design adventures that feature
  exotic, opulent locales and ostentatious arrangements. It
  also fits into gritty, streetlevel adventures about characters
  who are trying to claw their way out of poverty using their
  musical talents—being signed by Nova Records guarantees
  a better standard of living. The heroes might investigate
  the mysterious death of a media star and become suspi-
  cious of a company that manages to make more money
  after the star’s death than he had made in the past five years
  of his career.
  Alternatively, Nova Records can be the centerpiece of
  adventures filled with corporate intrigue. Chad and Burt are
  in a tenuous situation. Their staged fight and plans to buy
  back control of the company practically define stock
  manipulation and insider trading. They would do just about
  anything to prevent word from leaking out, and they have
  many employees who would do absolutely anything to win
  their favor. Corruption, greed, and hype lie beneath Nova
  Records’ shiny surface, but somehow the company always
  seems to find the right way to spin it. 
  Learning About Nova Records
  The heroes can learn about Nova Records in a number of
  ways. The following charts present some information and
  the DCs for skill checks to discover that information. In each
  case, success at beating a DC grants that DC’s information
  and all the information provided by any lower DC results.
  GMs might what to award slightly more information than
  what is provided depending on how much a player’s roll
  exceeded a given DC. At the GM’s discretion, other Knowl-
  edge skills might be used to reveal the same information.
  Gather Information
  Making this check represents what information a character
  can gain by questioning others. The difficulty of gaining this
  information will change depending on what group of
  people the hero is canvassing. If the hero is asking random
  people, use the chart below. If the character is schmoozing
  with music industry professionals, give the Gather Informa-
  tion check a +5 circumstance bonus. 
  DC 1: Nova Records is a recording company that many big
  stars of pop music work with.
  DC 5: Nova Records handles stars from many genres of
  music. It’s two founders, Chad and Burt Becksworth, are
  having some kind of family squabble.
  DC 10: Chad and Burt are involved in a bitter public dis-
  pute. Their incessant backstabbing and badmouthing has
  made the tabloids, and their crazed antics have led to all
  kinds of mismanagement by their subordinates. You’d think
  they’d know better. It’s a real scandal. 
  DC 15: Chad and Burt have led roller-coaster lives ever
  since they first appeared on the music scene. According to
  the tabloids, the brothers are at each other’s throats
  because the company is floudering—not surprising given
  that each brother has the other’s name tattooed on one
  butt cheek!
  DC 20: Things at Nova Records are certainly chaotic, but
  most of the staff seems willing to hang in there and see how
  things pan out. This scandal might be just the wake-up call
  that the company needs to get back on track.
  DC 25: It’s clear that shareholders are worried, and it
  looks like the Nova Records’ stock is going to drop sharply
  if things don’t improve. Although stock prices are falling and
  shareholders are abandoning the company, most employees
  are waiting out the storm because they know their jobs are
  worth fighting for.
  DC 30: The fight between Chad and Burt could end
  tomorrow for all anyone knows … assuming the brothers
  stop throwing gasoline on the fire! If Chad and Burt can’t
  work things out, Nova Records might go supernova. Many of
  the company’s more established artists have either left
  already or are anxiously trying to cut deals with new labels. 
  Knowledge (Art or Popular Culture)
  Making this check represents the knowledge a character
  might have about Nova Records and its stars through knowl-
  edge of the music world. This check rarely results in a hero
  gaining privileged knowledge about Nova Records.
  DC 1: Nova Records is a recording company that many of
  the big stars of pop music work with.
  DC 5: Nova Records handles stars from many genres of
  music. It’s two founders, Chad and Burt Becksworth, are
  having some kind of family squabble.
  DC 10: Professionals like Nova Records because of the
  first class treatment they get. Many recording stars aspire to
  be signed by the label. Chad and Burt are arguing because of
  money and personal differences, and it’s bringing the whole
  company down. Several big names have recently left or are
  planning to leave Nova Records.
  DC 15: Nova Records is choosy when hiring people and
  signing artists. Talent, skill, and charisma aren’t enough. You
  have to show potential for growth in many different fields.
  Chad and Burt founded the company after their sister, Celia,
  died in a plane crash and left them a lot of money.
  DC 20: A failed buy-out attempt of Columbia Records
  seems to have brought a lot of longtime trouble between
  Chad and Burt to the fore. They’re digging up a lot of family
  history in their fight with each other. Morale with Nova
  Records management is low. No fight between the brothers
  has ever lasted this long before.
  DC 25: The music stars that left Nova Records are mainly
  the ones the company has had problems with in the past.
  Nova Records has covered up their drug use, encounters
  with the law, and other public relations nightmares. Regard-
  less of what happens to the company, it’s better off now
  that those people have become someone else’s problem.
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  DC 30: Despite its current troubles, Nova Records is still
  the best company to work for. Although stock prices are
  falling and shareholders are abandoning the company, most
  employees are waiting out the storm because they know
  their jobs are worth fighting for.
  DC 35: The hero knows the name of every major record-
  ing artist that currently works for Nova Records. Song lyrics
  for hundreds of songs are at the hero’s fingertips, as are the
  names of studio musicians, producers, recording engineers,
  and even the particular studio used to produce each album. 
  DC 40: Although stock prices are down, the hero believes
  that Nova Records seems stronger than ever, and the hero
  can cite changes in management and policy that point to
  that conclusion.
  Research
  Making this check represents what information a character
  can gain about Nova Records through newspapers, industry
  and business magazines, and the Internet. The information
  here is quite general. The GM can seed the chart with infor-
  mation based on the specific adventure or campaign.
  DC 1: Burt and Chad Becksworth founded Nova Records
  with money they received from another recording company
  their sister, Celia, worked for.
  DC 5: The hero discovers the general history of Nova
  Records and its major artists.
  DC 10: The hero learns the public information about
  Chad and Burt’s current feud.
  DC 15: The hero discovers detailed information
  about the company, such as how many employees
  it has, where its various offices and recording stu-
  dios are located, who manufactures its goods, 
  and so on.
  DC 25: In the past couple years, Nova Records has been
  burdened with a ballooning bureaucracy, investigations of
  embezzlement, and lawsuits brought on by inept manage-
  ment. The business community predicted the current stock
  price drop long before the Becksworth brothers began
  their feud.
  DC 30: Burt and Chad are buying back portions of the
  company in roughly equal amounts. Both have missed
  opportunities to out-buy the other. 
  Other Knowledge Checks
  Because Nova Records is so intensely promoted, infor-
  mation about its trials and tribulations is more widely
  available than it would be for most companies. At the
  GM’s discretion, other skills can be substituted for
  those listed above. For example, a Knowledge (busi-
  ness) check could provide the same information as a
  Research check, or a Knowledge (current events) skill
  might serve in place of a Gather Information check.
  When using an alternative skill check, add +5 to the
  DCs listed on the appropriate chart.
  Members
  Nova Records employs thousands of people, and despite its
  reputation, not all of them are stars. Most are ordinary
  people working day-to-day jobs. However, Nova Records
  does highlight many parts of the industry, and it pays its
  employees well.
  Many of the ordinaries presented in Chapter Eight:
  Friends and Foes of the d20 Modern Roleplaying Game
  make good Nova Records employees. Bodyguards, mechan-
  ics, and dilettantes are particularly prevalent.
  Sample Member
  The sample Nova Records character below could be any
  kind of star working for Nova Records. By simply switching
  the performance types listed below, any music medium
  could be represented. This character could be a villain, an
  NPC in need of bodyguards, or an influential ally. With such
  strong bluffing and disguise skills, this character could also
  be a spy.
  Mid-Level Media Star (Charismatic Hero 3/Personality
  5): CR 8; Medium-size human; HD 3d6 plus 5d6; hp 28;
  Mas 11; Init +3; Spd 30 ft.; Defense 16, touch 16, flat-footed 13
  (+3 Dex, +3 class); BAB +3; Grap +3; Atk +3 melee (1d3 non-
  lethal, unarmed strike); Full Atk +3 melee (1d3 nonlethal,
  unarmed strike) or +6 ranged (2d6, SITES M9); FS 5 ft. by 5 ft.;
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  Reach 5 ft; SQ bonus class skill (Sense Motive), royalty,
  unlimited access, winning smile; AL Nova Records; SV Fort
  +5, Ref +8, Will +4; AP 4; Rep +9; Str 10, Dex 16, Con 11, Int 14,
  Wis 14, Cha 20.
  Occupation: Celebrity (bonus class skill: Bluff).
  Skills: Bluff +19, Diplomacy +15, Disguise +13, Drive +6,
  Gather Information +12, Knowledge (art) +9, Knowledge
  (popular culture) +9, Perform (keyboards) +15, Perform (sing)
  +15, Profession +9, Read/Write English, Sense Motive +10,
  Speak English, Tumble +7. 
  Feats: Creative (Perform [keyboards] and Perform [sing]),
  Deceptive, Dodge, Personal Firearms Proficiency, Renown,
  Simple Weapons Proficiency, Trustworthy.
  Talents (Charismatic Hero): Charm (males), fast-talk.
  Possessions: SITES M9 (9mm autoloader), 16 rounds of
  9mm ammunition, cell phone, various gear and personal
  possessions.
  Recording Studio
  This small room has the simple layout common to
  many recording studios. The studio could be part of a larger
  building or located among storefronts in an urban area.
  Alternatively, the elements of this recording studio could be
  rearranged to fit into a converted church or house. Nova
  Records owns many recording studios but also buys time in
  privately owned recording studios. Each recording studio
  has its own character, and Nova Records executives know
  that a good recording studio relies as much upon its char-
  acter as the quality of sound it can record.
  1. Reception Area: A counter separates this room into
  equal halves. On one side is a small waiting area where a
  comfortable couch provides a place for potential clients to
  wait and an informal setting for discussions about buying
  studio time. Behind the counter, a receptionist takes calls,
  tracks booked time, and monitors who enters and exits the
  studio and office areas.
  2. Office: This somewhat messy room contains three desks
  and computers, several filing cabinets, and a few too many
  comfortable chairs. Here the studio manager, owner, and
  director take care of business matters.
  3. Lounge: This comfortable room is filled
  with couches and chairs. A small table in the
  center provides a place for food to rest. A
  pinball machine, a television, and a video
  game-box provide amusement for artists
  resting between sets.
  4. Restroom.
  5. Control Room: Here technicians control
  sound recording. The room is filled with
  mixing boards, tape and digital recorders,
  computers, and other recording equipment.
  6. Isolation Room: This room provides a
  place where a singer or musician can be
  recorded while isolated from the sound gen-
  erated by the rest of the band. Several kinds
  of microphones and earphones are pushed
  to the corners of the room when not in use.
  7. Main Recording Room: Besides several
  microphones, amplifiers, and speakers, this
  room has a drum set and piano for the use
  of recording artists.
  8. Storage Room: This room is filled with
  recording and music equipment. The studio’s
  piano and drum set are put in this room
  when an artist does not want them. A fire
  exit to the rear of the building also provides
  an entrance through which an artists instru-
  ments and equipment can be brought into
  the studio.
  FACTIONS
  RECORDING STUDIO
  _____________________________
  _____________________________
  1
  2
  8
  7
  5
  3
  6
  4
  Scale: One Square = 5 Feet
  window wall
  KAULAZZ
  DESIGN & ENGINEERING
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  SIX-FINGERED HAND, THE
  This section presents a cult with a simple if ominous motto:
  “The end of the world isn’t merely at hand—it’s at our
  fingertips.”
  Agenda: Destroy the world.
  Structure: A loosely organized cult of lunatics.
  Symbol: A hand with fingers splayed out and a second
  thumb on the pinky side of the hand.
  Most Common Allegiance: Evil, chaos, Six-Fingered
  Hand.
  Requisition Limit: 20 (licensed).
  Overview
  Members of the Six-Fingered Hand claim that their organi-
  zation has existed for as long as history has been recorded.
  To support this notion, they point to ancient pieces of art
  that depict figures with six-fingered hands and to art that
  shows people with a diagonal scar across the
  palm of the left hand—a mark they use to
  identify one another. This claim would
  be difficult enough to believe on its
  own, but add to this claim the
  fact that most members of the
  cult are certifiably insane, and
  most people find it hard to
  believe the organization
  exists even when a member
  sits before them and says
  it does. Even so, reliable
  historical evidence suggests
  that the Six-Fingered Hand
  has existed in some form since
  the early 1880s. What is known
  about the cult’s historical roots
  comes from the diaries of people
  who apparently encountered members
  as well as the logs of asylums where
  members were held.
  Apparently, the Six-Fingered Hand has always had the
  goal of destroying the world. In the 1880s, the cult had a
  reason for this goal that involved some supernatural force
  called “the Red Death.” This devil-like spirit was somehow
  everywhere and nowhere at once, and it tempted and cor-
  rupted people to do terrible things. The Six-Fingered Hand
  believed the only way to stop this spirit of malevolence was
  to destroy the world. On this point, all the ramblings of sup-
  posed members agreed, but what would happen after that
  seemed to vary by the teller. Some believed the world
  would be reborn, phoenixlike, in a purer form. Others
  seemed to believe that nothing would happen, but that the
  universe would be better off without humanity in it. A large
  portion of them believed that bringing about the end of the
  world would provoke God’s cataclysms, which were pre-
  dicted in Revelations, and all souls would be shuffled off to
  heaven or hell.
  Today, the reasons individuals become members of the
  Six-Fingered Hand, as well as what they believe will happen
  once the world is destroyed, are as varied as the forms of
  madness. The cult has no clear foe, and most members who
  know enough about the cult’s real history scoff at the idea of
  a “Red Death.” Whatever its origins, the Six-Fingered Hand
  now exists as a loose organization of individuals and cult
  cells dedicated to killing all humanity and destroying the
  world by any means. It seems odd to some that the Six-Fin-
  gered Hand exists; many people think it unlikely that so
  many people should have a desire to see the end of the
  world. However, its existence serves to shore up the resolu-
  tion of such people, making the group a self-propagating
  entity that has grown tremendously in recent years due to
  the ease of communication and travel throughout the world.
  Unlike many cults, the Six-Fingered Hand does not con-
  vert people to its beliefs. Attempts to join the cult result in
  the would-be cult member’s capture, interrogation, and
  execution. During the interrogation, they seek to discover
  the source of the individual’s knowledge about the cult, and
  after they find out as much as they can, the cult works to
  plug any leaks that their captive revealed.
  Members of the Six-Fingered Hand are instead
  recruited. Six-Fingered Hand scouts watch
  the media for reports of people with
  ideals that match those of the cult.
  Once an individual’s desire to kill
  humanity or destroy the world
  has been discovered, cult
  members 
  observe 
  that
  person for a time, hoping to
  ascertain if the individual
  has a real conviction to
  destroy the Earth and all its
  sentient inhabitants. Once
  observers gain some cer-
  tainty, they appear before the
  person and offer membership
  in the Six-Fingered Hand. Besides
  the benefit of working with like-
  minded people and the greater likeli-
  hood of achieving their mutual goal, scouts
  often offer a service the Six-Fingered Hand can
  provide as proof of their power and dedication. This might
  be spiriting the potential member out of prison or asylum, or
  it could be killing a rival or fulfilling some other form of
  revenge on behalf of the candidate. The reason for the
  person’s deadly wishes is rarely an issue. All that matters is
  that the possible inductee has a real desire for humanity’s
  destruction and that the desire is unlikely to change.
  The induction of a new cultist draws dozens and some-
  times hundreds of Six-Figured Hand members to come
  together to meet the new member. This group holds a cere-
  mony at which the inductee is the focus and guest of honor.
  At this ceremony and amid much mysticism, the inductee
  takes an oath of secrecy and cuts a diagonal gash on the left
  hand. The ceremony and meeting accomplishes many goals.
  First and foremost, it introduces the inductee to a host of
  other individuals that share the same interests and the same
  feelings. It makes the new member part of a family of sorts.
  All these members, pulled from all walks of life, also present
  the individual with an unsubtle threat. They are clearly com-
  mitted to the cause, with their hand scars as evidence, and
  all profess to a willingness to kill or die to protect the cult’s
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  secrecy. The inductee was watched for some months prior to
  joining, and after the ceremony, the new member under-
  stands that the Six-Fingered Hand might be watching at any
  time. The mysticism of the ceremony is a throwback to the
  cult’s more superstitious roots, but it also provides a kind of
  spiritual backdrop for their activities. This mysticism and the
  sense of community often serve to fill a void the new
  member might not have acknowledged existed.
  Members of the Six-Fingered Hand come from all nation-
  alities and any economic and education level, but many Six-
  Fingered Hand members are what some might call mad
  geniuses. They tend to be people who are disillusioned and
  permanently angry at the world, which is a state that usually
  requires a great deal of knowledge about world affairs or an
  unbalanced opinion of the individual’s importance to the
  rest of humanity. Many are scientists in the fields of biology
  or physics, and many more are savants of some kind who are
  gifted with incredible skill in some intellectual endeavor.
  Members generally meet only in small groups and com-
  municate information about their efforts using the Internet.
  Cryptography programs protect messages written with
  secret code phrases. Many communications between mem-
  bers are written with entirely new cryptographic methods
  and rely on the other member’s intellectual abilities and
  interest in mental pursuits to decipher the text. Induction
  ceremony meetings also give members an opportunity to
  exchange knowledge and make plans.
  Although the Six-Fingered Hand is made up almost
  entirely of psychopathic people, modern technology and
  science makes the Six-Fingered Hand’s threat to the world
  credible. Six-Fingered Hand members work in the fields of
  cloning, gene therapy, disease control, biological weapons,
  and nuclear physics. Yet, individuals in these fields are rarely
  directly responsible for hazardous spills, terrorist bombings,
  mass poisoning, and other such events. Six-Fingered Hand
  members are certainly willing to supply deadly means to
  other radical groups. They enjoy providing weapons, pro-
  voking wars, and otherwise acting to hurry humanity’s ruina-
  tion of Earth, but all Six-Fingered Hand members seek a
  foolproof means of humanity’s destruction. Nuclear war,
  biological weapons, super diseases—all can be bested by
  human ingenuity and the instinct for survival. Six-Fingered
  Hand members seek to improve these means, but they also
  investigate crackpot schemes that involve melting the ice
  caps or drawing the moon into the Earth. As laughable as
  some of these ideas might be, the Six-Fingered Hand’s will-
  ingness to see them done should not be underestimated.
  Structure
  The Six-Fingered Hand has no real leadership. Its members
  form a confederation of like-minded individuals, but mem-
  bers are free to attempt to achieve their mutual goal by
  whatever means they see fit. In many ways, the Six-Fingered
  Hand is like an organization of scholars. Despite their lunatic
  goal, their interactions with one another can be laughably
  polite and cordial. This loose organization ensures that no
  one member is aware of all the others’ identities, locations,
  or operations. Although this can lead to the easy deception
  and destruction of individual cells, it has allowed the organ-
  ization to escape all attempts to annihilate it. This organi-
  zation also offers its often antisocial members as much
  freedom or sense of community as they desire.
  Bases of Operation
  Six-Fingered Hand cells and individuals operate anywhere
  from abandoned subway tunnels to business parks. Individual
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  Six-Fingered Hand members often work for other groups
  and organizations involved in nefarious activities but with
  no knowledge of the Six-Fingered Hand’s ultimate goal. Cre-
  ating biological weapons, studying gene therapy, or working
  to discover the cure for diseases provides a cover, grants
  them ample research equipment, and pays the bills while
  the search for a way to create mass extinction continues.
  Resources
  Members of the Six-Fingered Hand can rarely rely on other
  members for funding or materials, but other members provide
  a vast library of knowledge about ways to cause death and
  destruction. Also, members who are scientists and researchers
  can often rely on the company they work for to provide them
  with whatever deadly toxins or chemicals they might need.
  Involving the Heroes
  Heroes are unlikely to become members of the Six-Fingered
  Hand. If a hero talks openly about the destruction of the
  world or means by which humanity can be eliminated, the
  Six-Fingered Hand might take notice. Since most heroes are
  heroes, induction is likely only if the hero falls prey to mad-
  ness or is attempting to deceive and infiltrate the group.
  Hero members are mostly left to their own devices. A hero
  with pertinent skills might be called upon by another member
  to help with a particular experiment, steal a chemical ingredi-
  ent, deliver a product of mass destruction to a buyer, spy on a
  potential member, kidnap a scientist with knowledge the cult
  needs, or eliminate a leak of cult information. 
  Although members of the cult can gain access to military
  weapons and illegal materials, a hero requisitioning equip-
  ment often borrows it from a fellow member rather than
  drawing on the resources of the organization as a whole. A
  hero member who betrays the group can expect a deadly
  response, and the Six-Fingered Hand isn’t squeamish about
  innocent casualties or collateral damage.
  Using the Six-Fingered Hand
  The Six-Fingered Hand puts weapons in the hands of terror-
  ists and warlords. It creates the deadly pathogens and poi-
  sons villains use in their plans. The Six-Fingered Hand
  provides the GM with a source for the evil, mad scientists of
  any adventure and gives a way to link such characters to a
  larger part of the game world. Possible adventure hooks
  include the following:
  The heroes discover that many of the small amounts of
  plutonium and uranium sold on the black market ended up
  in the hands of a terrorist organization from Turkey. After
  finding and defeating the threat of the terrorists, the heroes
  discover that more than half of the radioactive material the
  organization collected is missing, as is the lead scientist the
  terrorists hired to make them a bomb. However, in his
  haste, the scientist left his laptop computer, which has
  coded plans for his super bomb and cryptic references to
  the Six-Fingered Hand.
  An explosion at a chemical plant kills hundreds and poi-
  sons the air over much of a city, requiring its evacuation.
  This makes finding the villain the heroes chased to the
  metropolis difficult. Eventually, they learn that the villain
  was killed in the explosion at the factory . . . as she drove by
  it on a little-used side road. A clue in her car suggests that
  she was asked to be there by someone she had business
  with. It seems implausible that someone would endanger
  thousands just to kill one person, but what if it’s true?
  A hero’s brainy associate, perhaps a gifted child sent to
  college early, is kidnapped. No ransom is requested, no body
  turns up, and most give up hope after some months pass.
  Then one day, the hero overhears someone use a figure of
  speech unique to the hero’s friend. Upon more eavesdrop-
  ping, it becomes obvious the individual and his compatriots
  are discussing a science the hero’s friend excelled at. It could
  just be a coincidence, but it bears some investigation.
  Learning About the Six-Fingered Hand
  The heroes can learn about the Six-Fingered Hand in a
  number of ways. The following charts present some infor-
  mation and the DCs for skill checks to discover that infor-
  mation. Use these charts when the heroes encounter the
  Six-Fingered Hand or use them as a base when you devise
  similar charts for adventures of your own creation that
  involve the Six-Fingered Hand. In each case, success at beat-
  ing a DC usually grants that DC’s information and all the
  information provided by succeeding at any lower DC. GMs
  might award slightly more information than what is provided
  depending on how much a player’s roll exceeds a given DC.
  Knowledge (Arcane Lore)
  Making this check represents the knowledge a character
  might have about the Six-Fingered Hand’s in its former
  incarnation as a cult dedicated to stopping the “Red Death.”
  Knowledge of arcane lore can lend some insight into the
  FACTIONS
  Campaign Models
  Here are some ideas and ways that you can incorporate
  the Six-Fingered Hand into the three campaign models
  provided in the d20 Modern Roleplaying Game.
  SHADOW CHASERS: The Six-Fingered Hand’s tales of the
  Red Death bringing the supernatural to the world synch
  up well with the shifting periods of higher magic. Per-
  haps there’s something to the Six-Fingered Hand’s claims,
  and the Red Death has come back. This spurs the Six-Fin-
  gered Hand into a frenzy of activity, drawing in many
  new recruits. Is this cult of crazy people right, or are they
  being manipulated by some creature of the Shadow?
  AGENTS OF PSI: Many members of the Six-Fingered
  Hand are wild talents, and since they are all insane, they
  often create id monsters of the sort they claim the Red
  Death brings to the world. The havoc these creature
  wreak is pointed to as proof of their mad beliefs.
  URBAN ARCANA: Members of the Six-Fingered Hand
  hate the supernatural in all its forms, and the group is
  made up of people who have seen the Shadow and
  despised what they saw. The Six-Fingered Hand seeks to
  eradicate all trace of magic or Shadow from the earth,
  and through research they discovered a way to end the
  flux between magic and technology. Of course, ending
  that flux and closing the door to magic will result in a
  cataclysm, but someone will probably survive.
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  group’s past, but this might or might not have bearing on the
  group’s current activities. GMs of the d20 Modern Role-
  playing Game that use elements of the supernatural and
  FX abilities, particularly the URBAN ARCANA setting, might find
  the information provided by this skill to be a good source of
  adventure hooks. Regardless of which way this information
  is used, it can serve as a background for the strange group
  and set the tone for battles against the mad members of the
  Six-Fingered Hand. The DCs for these checks are high
  because of the obscure nature of the group.
  DC 20: The Six-Fingered Hand was a cult of people
  obsessed with the end of the world. Members cut one of
  their hands to show allegiance to the group.
  DC 25: The Six-Fingered Hand was at its most powerful in
  the late 1800s, but they claimed to have existed throughout
  history as a kind of watchdog group over the state of
  humanity. Like a lot of religions, they thought the end of the
  world would be humanity’s salvation.
  DC 30: The Six-Fingered Hand believed in some sinister
  force called the “Red Death.” Apparently, it was a kind of
  devil-being, everywhere and nowhere all at once, and it was
  responsible for creating many of the evils of the world, both
  natural and supernatural. Ghosts, goblins, witches, vampires,
  and werewolves—all these things were somehow placed on
  Earth by the Red Death. The Six-Fingered Hand felt that the
  only way to rid the world of the Red Death’s taint was to
  destroy the world.
  DC 35: The Six-Fingered Hand didn’t just hope for the
  world to end—they actively sought out its destruction. It
  might seem crazy now, but some people in the 1800s
  thought the Six-Fingered Hand might actually do it. The
  group was attacked by an alliance of other semireligious
  cults and scattered to the four winds. 
  Knowledge (History)
  Making this check represents the knowledge a character
  might have about the Six-Fingered Hand due to a strong
  grasp of history. Such knowledge is extremely obscure,
  which is represented by the high DCs.
  DC 20: The Six-Fingered Hand was a cult that cropped up
  in the 1880s and ran into conflicts with several governments
  of the period. A terrorist organization with no clear goals, it
  was effectively disbanded by 1899.
  DC 25: A volcanic eruption destroyed the small island of
  Krakatoa in 1883, and the Six-Fingered Hand claimed respon-
  sibility. This claim was discounted, of course, but the
  destruction was so thorough that maps from the period that
  referenced the island were destroyed and replaced with
  maps that lacked the island’s location. 
  DC 30: An arsonist named Henry Harold Franks was
  caught and put on trial in 1934. In his testimony, he claimed
  to be a member of the Six-Fingered Hand, a group whose
  sole purpose was to destroy the world. He committed sui-
  cide in the insane asylum he was placed in, but he left
  behind the diary of his arsons, which was the evidence that
  led to his conviction and placement in the asylum.
  DC 35: J. Robert Oppenheimer, director of the Manhattan
  Project, quoted the Bhagavad Gita after witnessing the
  first nuclear detonation. He said, “Now I am become death,
  destroyer of worlds.” Coincidence?
  Research
  Making this check represents the information a character
  can gain by researching about the Six-Fingered Hand. Men-
  tions in historical documents should be few and far
  between, and the current activities of the cult are
  encrypted and deliberately hidden.
  DC 20: European and American governments both had a
  small amount of trouble with a group called the Six-Fin-
  gered Hand in the 1880s and 1890s. It was a cult that the
  governments dealt with rather harshly whenever they dis-
  covered it. Membership in the cult was considered criminal
  in many countries because the cult advocated the destruc-
  tion of the world and humanity. Although governments did
  not fear the cult’s ability to bring this about, they thought
  the cult had some mesmerizing power over inductees that
  would drive them to sinister conduct.
  DC 25: The island of Krakatoa was destroyed in 1883 by a
  massive volcanic eruption that erased it from the face of the
  ocean. The Six-Fingered Hand claimed responsibility for this
  act, calling it a “nearly successful attempt” to achieve their
  ends. Needless to say, few took this claim seriously, but it is
  interesting to note that after this claim, the British, French,
  and United States governments all set up quiet campaigns
  for the cult’s extermination.
  DC 30: Court documents of the 1934 case of the arsonist
  Henry Harold Franks mention his insistence that he was
  doing the work of the Six-Fingered Hand. The prosecutors
  submitted his diary as evidence against him because Franks
  logged his arson crimes in the book. The defense used the
  diary to plea for leniency, since it showed Franks was insane.
  Neither set of attorneys seemed to know that the Six-Fin-
  gered Hand was a real cult.
  DC 35: The log from the mental institution where H. H.
  Franks was held notes that Franks hanged himself, but the
  circumstances of the hanging were odd. Franks was not con-
  sidered a suicide risk, and the table Franks had to stand on
  to reach the pipe his belt was tied to should not have sup-
  ported his nearly 400-pound weight. A brief investigation
  could discover no other evidence of foul play, and without
  witnesses, motives, or suspects, the case was closed.
  DC 40: The hero locates a transcription of the diary of H. H.
  Franks. The diary describes the history of the Six-Fingered
  Hand back to the coming to Earth of the “Red Death.” Accord-
  ing to Franks, a super-powerful evil force known only as the
  Red Death came to the world from “somewhere else” during a
  botched Egyptian ceremony to prolong a pharaoh’s life. In his
  diary, Franks insists that the only way to rid the universe of the
  Red Death’s taint is to destroy the world. Franks frequently
  rants about how the current cult has lost its way and forgotten
  its roots, but he describes its goals as being the same. In addi-
  tion, Franks describes the Six-Fingered Hand induction cere-
  mony and calls several influential people of the day members. 
  Members
  The Six-Fingered Hand usually enlists those with scientific
  talent, but sometimes it accepts fanatics or employs dupes.
  These people do the Six-Fingered Hand’s dirty work of theft
  or terrorism so that its members can concentrate on more
  cerebral endeavors. Chapter Eight: Friends and Foes in the
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  d20 Modern Roleplaying Game has many ordinaries that
  make excellent candidates for membership in the Six-Fin-
  gered Hand; the terrorists and crime lab technicians are par-
  ticularly suitable.
  Sample Member
  Although an excellent chemist, the sample member of the
  Six-Fingered Hand called the mad bomber is dreadful in
  social situations, and even though he has some skill at lying
  and disguising himself, most find his face easy to remember
  and his lies transparent. Lacking the ability to hold a job, he
  must create his explosives from scratch and steal what he
  cannot purchase. Smart but lacking common sense and sen-
  sitivity, the mad bomber’s plans often account for every-
  thing but the human element.
  When used as a Six-Fingered Hand villain, the mad
  bomber should either be the patsy of a more competent foe
  or a lone major villain: Few people would follow the mad
  bomber, but a smart person might see through his foibles to
  the potential beneath. If not used in conjunction with the
  Six-Fingered Hand, the mad bomber could be used as a ter-
  rorist, a demolitions expert for hire, or a brilliant, but flawed
  bomb defuser working for a local or national government.
  Mid-Level Six-Fingered Hand Mad Bomber (Smart Hero
  6): CR 6; Medium-size human; HD 6d6+6; hp 29; Mas 13; Init
  +4; Spd 30 ft.; Defense 16, touch 16, flat-footed 12 (+4 Dex, +2
  class); BAB +3; Grap +3; Atk +3 melee (1d3 nonlethal, unarmed
  strike) or +3 melee (1d4/19–20, knife); Full Atk +3 melee (1d3
  nonlethal, unarmed strike) or +3 melee (1d4/19–20, knife) or
  +8 ranged (3d6, M79) or +7 ranged (4d6 fragmentation
  grenade); FS 5 ft. by 5 ft.; Reach 5 ft; AL Six-Fingered Hand,
  evil; SV Fort +3, Ref +6, Will +2; AP 3; Rep +2; Str 11, Dex 18,
  Con 13, Int 19, Wis 8, Cha 7.
  Occupation: Technician (bonus class skills: Craft [chemi-
  cal], Craft [electronic], Craft [structural]).
  Skills: Bluff +0, Craft (chemical) +16, Craft (electrical) +16,
  Craft (structural) +13, Decipher Script +9, Demolitions +21,
  Disable Device +11, Disguise +0, Forgery +9, Hide +8, Knowl-
  edge (physical sciences) +14, Knowledge (technology) +15,
  Listen +3, Move Silently +8, Profession +0, Read/Write Eng-
  lish, Speak English, Spot +3, Tumble +8.
  Feats: Builder (Craft [chemical] and Craft [structural]),
  Cautious, Educated (Knowledge [physical sciences] and
  Knowledge [technology]), Exotic Weapon Proficiency (M79),
  Quick Chemist, Run, Simple Weapons Proficiency, Weapon
  Focus (M79).
  Talents (Smart): Savant (Demolitions), exploit weak-
  ness, plan.
  Possessions: M79 (grenade launcher), twelve 40mm frag-
  mentation grenades, 6 fragmentation grenades, knife, chem-
  ical kit, demolitions kit, disguise kit, basic electrical tool kit,
  forgery kit, 3 radio control detonators, 6 blasting caps, 3
  timed detonators, various gear and personal possessions.
  New Feat
  Many Six-Fingered Hand members have the feat listed
  below. This feat is available to any character; one does not
  need to be a member of the Six-Fingered Hand to take it.
  Quick Chemist
  You can whip up chemical compounds at a frantic pace that
  astonishes masters of the craft.
  Prerequisites: Builder (Craft [chemical] must be chosen
  as one of the skills), Craft (chemical) 5 ranks.
  Benefit: You may attempt to make chemical substances
  faster than normal when making a Craft (chemical) check.
  Make a Craft (chemical) check normally; you cannot take 10
  when trying to quickly create a chemical compound. If you
  exceed the DC necessary to create the substance by 5 or
  more, you create the chemical in two-thirds the normal
  time (see Table 2–5: Poisons in Chapter Two: Skills in the
  d20 Modern Roleplaying Game). If you succeed by 10 or
  more, you create the chemical compound in half the normal
  time. A success by fewer than 5 nets the normal result, and
  failures are dealt with normally. Using the Craft (chemical)
  skill always takes at least 1 round.
  SOLOMON SOLUTIONS
  The pursuit of truth and justice, though noble, often comes
  with its perils and its price. When good people need help
  solving their problems, Solomon Solutions steps forward to
  represent them. In the words of its founder, “Rely on
  Solomon Solutions to solve your problem. We’ll cut to the
  heart of the trouble every time.”
  Agenda: To solve conflicts by isolating their root causes
  and to see justice done.
  Structure: Law firm with special negotiators and diplo-
  mats for hire.
  Symbol: An abstraction of a baby cradled in the arms of
  its mother.
  Most Common Allegiance: Good, Solomon Solutions,
  law.
  Requisition Limit: 34 (licensed).
  Overview
  Richard Solomon founded Solomon Solutions in 1979 after
  the death of his wife and infant son. A fast-talking, high-
  rolling lawyer, Solomon was a powerful prosecutor with a
  long list of successful cases. Driven by his desire to see
  crooks punished and his drive to compete and win, Solomon
  accepted no plea bargains and always sought to have crim-
  inals punished to the fullest extent that the law allowed. In
  April of 1978, Solomon closed a rape and murder case
  against an abusive drug addict with a laundry list of armed
  robbery and assault charges. Although Solomon suspected
  that the man was innocent of the crime for which he was
  tried, the defense lawyer could not help his client, and
  Solomon pushed for the death penalty, satisfied that if he
  succeeded, a dangerous criminal would be taken off the
  streets for good. A freak accident in transferring the pris-
  oner to the prison where he would be held on death row
  led to the criminal’s escape. After a six-day manhunt, the
  felon was found. The police alerted Solomon that the man
  he had convicted was holed up in Solomon’s home with his
  wife and son. The convict claimed there was a conspiracy to
  convict him, and he would not release Solomon’s family
  unless he was promised a new trial. Despite two days of
  FACTIONS
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  tense negotiations, it did not end well. The police found
  themselves forced to shoot the convict, and Solomon lost
  his wife and child. 
  Investigations by the media sparked by the convict’s
  claims unearthed enough evidence to lead police to inves-
  tigate the convict’s defense lawyer as a suspect in the rape
  and murder case. The verdict against the now-dead felon
  was thrown out, and a year later, the defense lawyer was
  himself convicted for the crime. Later that year, Solomon,
  long out of work after the traumatic death of his family,
  leapt back into the legal profession. With a new zeal for
  seeing justice done, he founded a law firm with the help of
  some friends. This time, however, Solomon would argue for
  the defense of the accused.
  Solomon Solutions quickly gained a reputation
  for a flawless record of success, but within
  legal circles, it was accused of taking only
  easy cases. In truth, Solomon was being
  careful to have his lawyers defend only
  those who were innocent. As time went on,
  the law firm branched out into corporate
  negotiations and legal settlements,
  and it hired negotiators, diplomats,
  and psychologists of all kinds to
  help in these areas. Solomon Solu-
  tions lawyers and negotiators
  began negotiating with the gov-
  ernment on behalf of corpora-
  tions and public interest groups,
  and eventually Solomon Solutions
  members began working with foreign
  embassies and at negotiating tables in
  other countries. In the late 1980s, Richard
  Solomon finally achieved his goal of having
  Solomon Solutions negotiators hired to negotiate hostage
  situations. 
  Although Solomon Solutions still regularly works for the
  defense of those accused of crimes, negotiations of all kinds
  are its main focus. Today, Solomon Solutions has a reputa-
  tion for solving other people’s problems. Its negotiators are
  highly skilled at getting all parties to leave the table satis-
  fied, and when that’s impossible, Solomon Solutions makes
  sure the right side comes out alive and on top. Lawyers and
  negotiators work hard to discover the truth in any conflict
  or court case, and whatever that truth might be, they work
  to have the truth win out while still performing their duties
  to their clients.
  Solomon Solutions provides many different services. It
  negotiates divorce settlements. It argues on behalf of busi-
  nesses or unions in labor disputes. It works as diplomats for
  governments who hire them for the task. It provides
  defense counsel to those who are accused of crimes or sub-
  ject to lawsuits. With the company’s reputation for swift
  resolution, both sides of an argument often collectively hire
  a negotiator from Solomon Solutions so that their differ-
  ences can be ironed out quickly. 
  Structure
  Solomon Solutions is a large corporation with Richard
  Solomon firmly at its head. The company is divided by their
  function into various groups, and each of these groups has
  a vice president served by many subordinates. The com-
  pany is divided into five main parts: Criminal Defense, Liti-
  gation Defense, Negotiation, Research, and Operations.
  These portions of the company are further divided into
  specialist groups with specific tasks. Operations is by far
  the largest portion of the company since it includes human
  resources, accounting, maintenance, medical, psychiatric,
  spa staff, technical support, travel, and all the other parts
  that keep it running as an international corporation. Nego-
  tiation is divided into groups by client: law enforcement,
  corporate, government, international, and public. Criminal
  Defense acts like its own law firm within the company, and
  Litigation Defense does the same. All the other groups rely
  on the Research department to some degree, and the
  Research department is divided into sections that
  serve the other departments’ specific needs.
  Solomon Solutions is a large and complicated
  organization, and only the strong will and smart
  hiring practices of Richard Solomon keep it
  true to Richard Solomon’s ideals.
  Bases of Operation
  Solomon Solutions has its main office
  in Washington D.C., but it has branches
  in New York, Dallas, Detroit, and Seat-
  tle. Internationally, the company has
  small offices and owns resort spas in
  Australia, England, France, Italy, Spain,
  Brazil, and South Korea. The resorts serve
  as calming locations for tense corporate
  negotiations or trade deals, as well as tidy
  investments for the Solomon Solutions company.
  Resources
  Solomon Solutions earns billions of dollars each year. Their
  prices for entering negotiations change depending on the
  resources available to their client and the importance of the
  negotiation. When a Solomon Solutions negotiator sits in
  on an international trade deal or similar talks where both
  sides have a lot at stake but can’t agree, the fee charged to
  both parties might run into millions for each day that the
  negotiations continue. This becomes an additional incentive
  to come to agreement. Much of the company’s earnings are
  funneled back into the organization. Employees are paid
  well, and Solomon Solutions grows with each year.
  Beyond monetary resources, Solomon Solutions keeps a
  large number of psychiatrists, physical therapists, and emer-
  gency care specialists on staff. These people act as support
  for the company’s negotiators and lawyers. They stand
  ready to relieve stress or heal injury sustained while working
  for the company. Given the sensitive nature of many of the
  lawyers’, investigators’, and negotiators’ activities, the com-
  pany’s medical and psychological staff form an integral part
  of Solomon Solutions’ continued health as a business.
  Involving the Heroes
  Solomon Solutions provides heroes with a great resource for
  their legal needs. An employee of the company could serve
  FACTIONS
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  as a source of legal advice, and if the heroes are accused of
  a crime, Solomon Solutions might argue their case.
  Heroes might be employees of Solomon Solutions in a
  number of different capacities. Solomon Solutions needs
  researchers, computer experts, and private detectives to
  learn as much as they can about their clients and the oppo-
  sition. This information gathering could even go as far as
  espionage, and with governments as clients, the activities of
  heroic Solomon Solutions employees could become very
  dangerous. Heroes could also be members of a legal team
  that investigates and argues criminal cases, or they can serve
  as a squad of hostage crisis negotiators trained to talk and
  fight for the hostages’ lives.
  Heroic employees of Solomon Solutions can requisition
  any equipment associated with their assignment.
  Researchers and detectives might require spying equipment.
  Hostage negotiators could requisition weapons and armor
  for self defense.
  Using Solomon Solutions
  Solomon Solutions provides the GM with an alternative to
  the government-sponsored hero team and can offer many
  of the same adventure possibilities without access to gov-
  ernment equipment and the government’s “license to kill.”
  Using Solomon Solutions in this way allows the government
  and officers of the law to be powerful and mysterious in the
  players’ eyes without making them the heroes’ enemy.
  Alternatively, Solomon Solutions could be a foe to the
  heroes. Perhaps the heroes’ employer is involved in negoti-
  ations, and the heroes catch Solomon Solutions members
  trying to gain sensitive information about the heroes’ boss.
  Maybe their employer is involved in misdeeds they are
  unaware of and becomes the target of Solomon Solutions’
  desire to see justice done. Corrupt members of Solomon
  Solutions might use information they gain to blackmail the
  heroes or someone the heroes like. If the heroes find them-
  selves on the wrong side of the law for good reason or are
  framed for a crime they did not commit, Solomon Solutions
  might mobilize against them.
  Learning About Solomon Solutions
  The heroes can learn about Solomon Solutions in a number
  of ways. The following charts present some information and
  the DCs for skill checks to discover that information. Use
  these charts when the heroes encounter Solomon Solutions
  or use them as a base when you devise similar charts for
  adventures of your own creation. In each case, success at
  beating a DC grants that DC’s information and all the infor-
  mation provided by succeeding at any lower DC. GMs can
  award slightly more information than what is provided
  depending on how much a player’s roll exceeds a given DC.
  Gather Information
  Making this check represents the information a character
  can gain by questioning others. The difficulty of gaining this
  information changes depending on what group of people
  the hero is canvassing for information. If the hero is merely
  asking around a neighborhood for information, use the
  chart for Knowledge (popular culture) and add 5 to all DCs.
  If the character is talking to law enforcement, business, or
  legal professionals who might have had dealings with
  Solomon Solutions, use the chart below. 
  DC 1: Solomon Solutions is a legal firm.
  DC 5: They have many negotiators and lawyers who work
  to iron out differences between parties in conflict.
  DC 10: Solomon Solutions does good work. They really
  help people in need and fight for the little guy.
  DC 15: Solomon Solutions doesn’t work cheap. Their
  negotiators are paid highly, even when negotiations don’t go
  quite the way their clients want. A lot of money flows in
  and out of Solomon Solutions. Richard Solomon, the com-
  pany’s head, must be worth hundreds of millions.
  DC 20: Richard Solomon founded the company after his
  wife and son died. His family was killed during a hostage sit-
  uation after negotiations went bad. That’s why the company
  is so focused on negotiations.
  DC 25: Solomon Solutions’ negotiators work under
  almost any conditions. They train negotiators to withstand
  enormous psychological stress. That’s one of the reasons the
  company has so many psychologists working for it.
  DC 30: Solomon Solutions’ negotiators can be real cut-
  throats. They use people’s dirty laundry as leverage in nego-
  tiations. They try to dig up the real reasons behind a conflict
  and then they present a reasonable solution that gives no
  one what they want to force the parties involved to own up
  to their true motivations.
  DC 35: Some of Solomon Solutions’ hostage “negotia-
  tors” are more similar to Marines or Navy Seals. Many of
  FACTIONS
  Campaign Models
  Here are some ideas and ways that you can incorporate
  Solomon Solutions into the three campaign models
  provided in the d20 Modern Roleplaying Game.
  SHADOW CHASERS: Richard Solomon can see the
  Shadow, and Solomon Solutions has a special branch of
  “negotiators” who can see the Shadow, too. These
  negotiators are called in to any legal case or negotia-
  tions that appear to involve creatures or powers of
  Shadow. Their purpose is to make certain that Solomon
  Solutions’ involvement results in the defeat of whatev-
  er Shadow plot is involved. The heroes might be mem-
  bers of this special part of Solomon Solutions.
  AGENTS OF PSI: Solomon Solutions employs many
  special negotiators with psionic abilities. These indi-
  viduals use their powers to gain secret information and
  influence the decisions of people at the bargaining
  table. Heroic agents of PSI might be called upon to
  investigate Solomon Solutions after several govern-
  ment negotiations with Solomon Solutions’ clients go
  inexplicably awry.
  URBAN ARCANA: In addition to the usual tools a nego-
  tiator uses, Solomon Solutions provides its members
  with spells that enhance their Charisma and magic
  items that command other people’s minds. In addition,
  Solomon Solutions employs several monsters with
  mind-dominating powers, such as vampires and illithids.
  Although the company’s motives are generally pure, the
  same cannot always be said for all its employees.
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  them actually are ex-members of the armed forces,
  although not necessarily ours. They’re hired to negotiate
  with the hostage takers, but if negotiation isn’t an option,
  they’re often authorized by authorities to do whatever it
  takes to get the hostages out safely.
  Knowledge (Behavioral Sciences)
  Making this check represents the knowledge a character
  might have about Solomon Solutions because of Solomon
  Solutions’ dealings with criminologists, detectives, and psy-
  chologists. 
  DC 20: Solomon Solutions is a law firm that also hires out
  negotiators. They have many psychologists, psychiatrists,
  and investigators on staff.
  DC 30: Solomon Solutions often investigates and evalu-
  ates all members of a case or negotiation so that they can
  better gauge the psychology of the members.
  Knowledge (Civics)
  Making this check represents the knowledge a character
  might have about Solomon Solutions because of Solomon
  Solutions’ many legal cases.
  DC 15: Solomon Solutions is an important law firm. It has
  been involved in several cases against the government and
  between corporations.
  DC 20: Solomon Solutions has a great track record in
  legal cases and settlement negotiations. Its lawyers and
  negotiators receive a lot of respect from their opponents at
  the bargaining table. They’re often later hired by their oppo-
  nents after successfully arguing their client’s case. 
  DC 25: Solomon Solutions is often on the side of the
  underdog. They arrange for satisfied rich clients to set up
  grants so that those with righteous causes can afford
  Solomon Solutions’ fees.
  DC 30: Solomon Solutions was founded by Richard
  Solomon in the late 1970s after his wife and son were killed
  by someone innocent of the crime for which Solomon got
  him convicted.
  Knowledge (Popular Culture)
  Making this check represents the knowledge a character
  might have about Solomon Solutions through observation
  of media. This check rarely results in a hero gaining privi-
  leged knowledge about Solomon Solutions.
  DC 15: A relatively recent TV drama about a hostage crisis
  featured a negotiator who worked for Solomon Solutions. It
  was supposed to be based on a true story.
  DC 25: Solomon Solutions is a law firm that also hires
  out negotiators. They have negotiators for just about any
  situation.
  Research
  Making this check represents the information a hero can
  gain about Solomon Solutions through research. The diffi-
  culty of gaining this information might change depending
  on what method the hero uses to research and where they
  are researching. The DCs below represent what a hero might
  find out if looking for general information about Solomon
  Solutions. For adventure-specific information, the GM
  should set DCs based on those in this chart. 
  DC 1: Solomon Solutions is a legal firm founded by
  Richard Solomon. 
  DC 5: The hero discovers the general history of Solomon
  Solutions and some of its major cases.
  DC 10: The hero learns about Richard Solomon’s personal
  reasons for founding Solomon Solutions. The hero also
  learns about the type of cases and negotiations Solomon
  Solutions enters into and finds a few examples of each.
  DC 15: The hero discovers more detailed information
  about the company, such as how many people it employs,
  where its various branches are located, who works for it,
  and so on. The law firm branch of Solomon Solutions is the
  smaller part of a larger corporation focused on negotiations.
  DC 20: The hero can learn some of the employment his-
  tory of some Solomon Solutions employees. This reveals
  that some of its negotiators have been private detectives,
  police officers, military personnel, and foreign diplomats.
  DC 25: Important clients of Solomon Solutions include
  major corporations, the United States and foreign govern-
  ments, and international trade organizations. Richard
  Solomon himself takes part in some of these very important
  cases. 
  DC 30: Unhappy clients of Solomon Solutions accuse its
  members of working against their interests, but these com-
  ments often come from clients who have been incarcerated
  as a result of criminal activity revealed during or after their
  association with Solomon Solutions.
  Members
  Solomon Solutions employs all kinds of professionals in its
  pursuit of the truth of any conflict. It draws its members
  from the ranks of private detectives, investigative reporters,
  lawyers, hostage negotiators, international diplomats, psy-
  chologists, computer hackers, former members of the mili-
  tary, and even retired members of the FBI and CIA. Solomon
  Solutions employs many hostage negotiators with combat
  experience. These negotiators are often hired in teams and
  act like SWAT members when the hostage taker won’t
  buckle to common negotiating tactics.
  The ordinaries presented in Chapter Eight in the d20
  Modern Roleplaying Game offer many good Solomon
  Solutions characters, as do the ordinaries presented in
  Chapter Two in this book. Private eyes, police officers,
  crime lab technicians, and reporters make good Solomon
  Solutions agents. Politicians, with their high Charisma
  scores and their knowledge of civics, make good lawyer
  supporting characters.
  Sample Member
  The GM hero presented below is an example of the varied
  abilities a Solomon Solutions negotiator can bring to the
  table. Knowledgeable about law, psychology, criminology,
  and police and criminal tactics, the hostage negotiator can
  swiftly analyze any hostage negotiation. In tune with the
  way people think and feel, the hostage negotiator can
  successfully use words to calm situations and solve prob-
  lems. In the event of the need for a more physical solution,
  the hostage negotiator comes equipped with the skills
  needed for combat and the tools to disarm booby traps,
  diffuse bombs, open locks, and treat wounds. The hostage
  FACTIONS
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  negotiator could be used as an ally to the
  heroes, but a character so knowledgeable
  about hostage situations could also make
  for a canny villain. If the heroes ever run
  afoul of the law, the Solomon Solutions
  hostage negotiator might come to negoti-
  ate with them.
  Mid-Level Solomon Solutions Hostage
  Negotiator (Smart Hero 1/Dedicated
  Hero 1/Charismatic Hero 1/Negotiator
  4): CR 7; Medium-size human; HD 1d6+1
  plus 1d6+1 plus 1d6+1 plus 4d8+4; hp 38; Mas
  13; Init +6; Spd 25 ft.; Defense 20, touch 14,
  flat-footed 18 (+2 Dex, +2 class, +6 tactical
  vest); BAB +3;Grap +3; Atk +3 melee (1d3
  nonlethal, unarmed strike) or +3 melee (1d4,
  tonfa); Full Atk +3 melee (1d3 nonlethal,
  unarmed strike) or +3 melee (1d4, tonfa) or
  +5 ranged (2d6, Beretta 92F) or +5 ranged
  (2d8, Beretta M3P); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ conceal motive, react first, talk
  down (one opponent); AL good, law,
  Solomon Solutions; SV Fort +5, Ref +4, Will
  +8; AP 3; Rep +6; Str 11, Dex 14, Con 13, Int 16,
  Wis 15, Cha 17.
  Occupation: Military (bonus class skills:
  Demolitions, Knowledge [tactics]).
  Skills: Bluff +13, Demolitions +14, Diplo-
  macy +13, Disable Device +7, Investigate +10,
  Knowledge (behavioral sciences) +8, Knowl-
  edge (civics) +8, Knowledge (streetwise) +8,
  Knowledge (tactics) + 14, Listen +6, Read/
  Write English, Read/Write Spanish, Search
  +7, Sense Motive +13, Speak English, Speak
  Spanish, Spot +10, Treat Injury +4.
  Feats: Alertness, Armor Proficiency (light,
  medium), Attentive, Improved Initiative,
  Personal Firearms Proficiency, Simple Weap-
  ons Proficiency.
  Talents (Smart Hero): Savant (Demo-
  litions).
  Talents (Dedicated Hero): Empathy.
  Talents (Charismatic Hero): Fast-talk.
  Possessions: Beretta 92F (9mm auto-
  loader), 50 rounds of 9mm ammunition,
  Beretta M3P (12-gauge shotgun), ten 12-
  gauge shotgun rounds, tonfa, tactical vest,
  demolitions kit, basic evidence kit, medical
  kit, steel handcuffs, lockpick set, various
  gear and personal possessions.
  *Includes armor penalty for tactical vest.
  Court Room
  The court room map presents a court
  room that is part of a much larger munici-
  pal building. Although associated with
  Solomon Solutions, the map can be used
  for any courtroom scenario.
  FACTIONS
  COURTROOM
  _____________________________
  _____________________________
  Scale: One Square = 5 Feet
  1
  2
  8
  7
  5
  3
  10
  12
  11
  9
  6
  4
  KAULAZZ
  DESIGN & ENGINEERING
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  1. Audience Seating: The audience and reporters are pro-
  vided with pewlike seating.
  2. Prosecutor’s Bench.
  3. Defense Bench.
  4. Judge’s Bench.
  5. Judge’s Office: In this office the judge can privately
  review the conduct or the requests of lawyers. The room is
  a library of law books with the accoutrements common to
  an office.
  6. Witness Stand.
  7. Court Clerk’s Desk.
  8. Court Reporter’s Desk.
  9. Jury Box: The jury box has tiered seating and an elevated
  exit ramp leading to the room where the jury can debate.
  10. Jury Debate Room: The jury debate room has a large
  table and chairs, a soda machine, and a snack machine. A
  side exit leads to the rear hall, but jury members are not
  supposed to leave while debating and thus a bailiff stands
  guard here so that jury requests can be fulfilled.
  11. Jury’s Restroom.
  12. Rear Hall: This rear hall provides a way for the jury,
  judge, and other court personnel to enter the court without
  having to go through the audience.
  UNITED NATIONS
  ELITESECURITYFORCE, THE
  The Elite Security Force of the United Nations exists to quell
  threats—both terrestrial and extra-terrestrial—to global
  unity. Their world-spanning military operations are ulti-
  mately intended to bring about the establishment of what
  many have termed the New World Order.
  Agenda: Establish a single world government (the New
  World Order).
  Structure: Military brigade reporting to the United
  Nations Security Council.
  Symbol: None (uses the United Nations Symbol).
  Most Common Allegiances: Elite Security Force, United
  Nations, law, native country or military organization.
  Requisition Limit: 40 (illegal).
  Overview
  On the surface, the creation of the United Nations in
  1947 was intended to help unify the countries of the
  world into a more cohesive whole and provide order
  where it was lacking. But beneath that, it was estab-
  lished to deal with global concerns best kept out of
  the public eye. The United Nations created several
  organizations that could respond anywhere in the
  world, such as the World Health Organization, the
  Davos Commission, and a Quick Response Force that
  could be deployed via helicopters. To most of the
  world, the United Nations is an idealistic, but naïve
  and inefficient, attempt at global unity. The huge
  bureaucracy, infighting, nepotism, and wasted resources
  hide a deeper secret, however. Underneath the public
  façade are a few individuals and conferences that have
  the task of shaping the UN into a true global govern-
  mental body. This paradigm is known as the New
  World Order.
  To further its goals, the UN has extensive ties with the
  various intelligence-gathering organizations around the
  globe, along with powerful banks, the Catholic Church, drug
  cartels, major corporations, and even military dictatorships.
  As with everything in the UN, these connections are buried
  under massive amounts of bureaucracy, false fronts, aid
  organizations, and outright deception. Agents of the UN
  infiltrate the various strata government agencies and poli-
  cymakers so that they can guide the policies of the UN
  toward the goal of a single, unified whole.
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  The UN Minister of Information is Hugh Fletcher, who
  is in charge of deploying the Elite Security Force. He
  controls the organization with an iron fist and is
  obsessed with secrecy and maintaining the conspiracy at
  all costs. He is wholly dedicated to the cause of the
  New World Order, but he views everyone in the organi-
  zation with a critical and suspicious eye and looks for
  any signs of betrayal or wavering. As a result, he is one
  of the most feared men within the UN, as well as other
  conspiratorial circles.
  The phrase “New World Order” comes from H.G. Wells
  but was later used by the Brandt Commission, which
  included President George H. Bush, Robert MacNamara,
  and other political movers and shakers. At the 1991 meeting
  in Germany, they gave definition to the NWO: “a suprana-
  tional authority to regulate
  world commerce and indus-
  try; an international organiza-
  tion that would control the
  production and consumption
  of oil; an international cur-
  rency that would replace
  the dollar; a world develop-
  ment fund that would make
  funds available to free and
  Communist nations alike; an
  international police force to
  enforce the edicts of the
  New World Order.”
  In addition, the Elite Secu-
  rity Force exists to combat
  threats by alien species, ex-
  tradimensional beings, and
  perils that cannot be ex-
  plained through conventional
  methods. Because they are a military organization, the Elite
  Security Force deals with these issues through brute force
  and a “scorched earth” policy rather than research or
  attempts to understand the problem. It is stressed through
  the chain of command that the outside world should
  remain unaware that we are not alone in the universe, and
  this has resulted in the “disappearance” of individuals and
  seven small towns that know too much.
  Despite its relatively large amount of firepower, the
  Elite Security Force is not meant to wage a conventional
  war. Instead, it is designed to infiltrate a region under
  hostile occupation, disarm or destroy the threat, and
  possibly occupy a small region for a short time. The sol-
  diers of the Elite Security Force possess expertise at
  small-group tactics and pass over responsibility to the
  larger UN peacekeeping forces once the threat has been
  neutralized or reduced.
  As the New World Order comes closer to fruition, the
  Elite Security Force will be involved in more overt military
  actions. To prepare its soldiers for the upcoming conflict,
  the ESF trains them in crowd control tactics, methods to
  seize and control infrastructure, and internment tactics pio-
  neered by the Nazis in World War II.
  Structure
  The ESF air brigade has more than 15,000 men and over
  2,000 unmarked helicopters, which they have painted black
  and stripped of any identifying markings. The smallest units
  within the Elite Security Force are squads composed of 16
  soldiers—four squads equals a platoon. Each squad is
  equipped with assault rifles, a heavy machine gun, antitank
  weapons, night vision goggles, and a scrambled burst-signal
  radio transmitter. Each squad is assigned to a black helicop-
  ter sheathed in heavy armor and bristling with air-to-air
  missiles, machine guns, and antitank weapons. A first lieu-
  tenant leads each platoon, though the entire squad answers
  to the helicopter pilots during the aerial portion of a mis-
  sion. Each squad includes a demolitions expert, a heavy
  weapons operator, an anti-
  tank gunner, a biochemical
  warfare expert, a medic,
  and a signals officer. If the
  squad is going into a situa-
  tion where psionics are like-
  ly to be encountered, a
  psionic officer might be as-
  signed alongside the squad.
  In many cases, a Quarantine
  Liaison Officer (QLO) is
  assigned to a company; this
  officer is always a captain
  and commands up to four
  platoons. The QLO can al-
  ways overrule lieutenants
  and pilots as necessary.
  The UN’s regular standing
  army numbers more than a
  half million. The Elite Secu-
  rity Force ground troops consist of 100,000 crack troops and
  scattered peacekeeping forces totaling 275,000. These regi-
  ments are found in all corners of the globe, and they can
  mobilize within a matter of weeks. 
  The members of the Elite Security Force answer only to
  Hugh Fletcher (the leader of the ESF), the UN Security
  General, and the senior members of the Security Council
  staff. Loyalties to national armies, police forces, or other
  groups is actively discouraged, although many members of
  the ESF belong to these groups and wait for the call to join
  another mission.
  Bases of Operation
  The Elite Security Force is an air cavalry brigade of highly
  trained, highly mobile soldiers that can deal with police
  actions, guerilla suppressions, and the occasional alien
  interception. These soldiers answer only to the highest
  levels of the United Nations Peacekeeping Forces, which are
  operated from the previous UN headquarters building in
  Geneva, Switzerland.
  The ESF is primarily stationed on bases around the United
  States, the European Union, and Russia, with major bases
  located within 20 minutes of 90% of the populated centers
  of the industrialized world. In addition, the ESF has created
  several internment camps all around the globe so that they
  can incarcerate dissidents and “undesirables” when the ESF
  FACTIONS
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  removes its mask of secrecy and makes its final overthrow
  of the world’s governments. Some of the largest of these
  camps are near Denver, Seattle, Miami, Atlanta, and Los
  Angeles—all disguised as normal military bases or massive
  mining operations.
  Resources
  As a branch of one of the largest and most influential organ-
  izations on the planet, the Elite Security Force has almost
  unlimited resources available. The ESF troops carry the
  latest weapons, vehicles, and cutting-edge battlefield tech-
  nology. Some items are highly experimental, and the scien-
  tists who create them consider their deployment in the
  field acceptable testing. The troops are not always told
  what they are carrying or what unusual side effects might
  occur, so a technical expert is brought along to monitor the
  results. Some of these weapons include prototype hand-
  held lasers, sonic weapons that disorient the opponent, and
  chemical weapons. In a pinch, the ESF can commandeer
  tanks, artillery, ships, and even nuclear weapons from
  member nations, although this practice is highly discour-
  aged by Hugh Fletcher and the rest of the Security Council.
  Through financing and careful hiding in the bookkeeping,
  the UN has created several dummy corporations dedicated
  to creating mind control drugs and technology, advanced
  weaponry, smaller and more precise nuclear weapons, and
  even stranger science. Learning the lessons from the United
  States during the Philadelphia Experiment in World War II,
  the ESF is striving to achieve teleportation technology, true
  invisibility, and the ability to look into the past. Most of
  these experiments yield little results, but with the nearly
  unlimited funding from the UN, this research continues,
  regardless of the cost in dollars, sanity, and human life.
  The trademark vehicle of the Elite Security Force is the
  “black helicopter.” While the ESF makes extensive use of
  normal, black-painted helicopters, they have created their
  own special type that flies faster and stealthier than any
  other helicopter in the world. Rumors abound that some
  models can even change their shape to a certain degree or
  have weapons beyond those found in standard armies—
  lasers, masers, and sonic weapons. 
  Involving the Heroes
  A hero with a background involving the military may be one
  of the reserve members that the ESF can call upon. Perhaps
  the whole group serves the ESF in one manner or another. If
  this is the case, the heroes also know to keep their alle-
  giances quiet and to say nothing about where they have
  been after they have been called upon. Heroes can also run
  into those who belong to the ESF if they’re dealing with hos-
  tile situations in other countries. 
  Using the ESF
  The ESF shows up in a variety of locations as needed. Conse-
  quently, GMs can use them to provide support or run inter-
  ference if the current mission that the heroes are carrying out
  involves going to a war-torn country or hot spot. In this case,
  should the heroes find themselves in a bad situation, an ESF
  squad might save them from overwhelming hostile forces.
  Another way to use the ESF involves any of the new
  weapons that the ESF is testing. Perhaps the heroes seek to
  find out more about the black helicopters, which were seen
  at various locales that had one thing in common. It may be
  that they want to discover what is causing a certain health
  problem in several locations that do not adjoin each other,
  and a witness remembers seeing a black helicopter at each
  location. They may discover that the ESF has already been
  there earlier during a conflict and used a new toxic weapon
  to dull their foes temporarily, causing the side effects the
  heroes discover later.
  Learning About the ESF
  The heroes can learn about the ESF in a number of ways.
  The following charts present some information and the DCs
  for skill checks to discover that information. Use these
  charts when the heroes encounter the ESF or use them as a
  base when you devise similar charts for adventures of your
  own creation that involve the ESF. In each case, success at
  FACTIONS
  Campaign Models
  Here are some ideas and ways that you can incorporate
  the UN Elite Security Force into the three campaign mod-
  els provided in the d20 Modern Roleplaying Game.
  SHADOW CHASERS: In addition to their regular duties,
  the Elite Security Force spends a large amount of time
  tracking down “black targets”—creatures of Shadow
  that prowl the cities of humanity. Their intention is to
  study these creatures so that they can destroy any more
  that might appear. Also, experiments that use certain
  Shadow creatures, such as vampires and fiends, create
  trainable “super troops” that are used in top-secret
  missions. The success rate of these experiments is un-
  known, although casualties among friendly troops are
  reported to be high.
  AGENTS OF PSI: The Elite Security Force makes exten-
  sive use of psionic troops. Experts are employed in all
  major metropolitan areas, and they use their abilities
  on the general populace or to deal with other psion-
  ic enemies. A subgroup exists within the ESF whose
  sole purpose is hunting down and recruiting individu-
  als who display psionic abilities, eliminating them if
  they refuse to join. Rumors abound of the Elite
  Security Force taking great interest in families who
  display such powers, and they raid medical records
  and engage in covert eugenics to breed more psioni-
  cally talented children.
  URBAN ARCANA: There are two ways to use the Elite
  Security Force in URBAN ARCANA. First, they could be the
  front line against the more dangerous creatures by tack-
  ling such monstrosities as terrestrial effluvium, wyrms,
  and other marauding beasts. Second, Shadow creatures
  could make up a small but powerful subgroup of the
  Elite Security Force, and these troops fight battles that
  regular humans are afraid to engage in themselves.
  These Shadow soldiers are often called up to fight
  other Shadow creatures, which may cause resentment
  and animosity as they ponder the fact that they are
  nothing more than disposable assets by the UN.
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  beating a DC grants that DC’s information and all the infor-
  mation provided by succeeding at any lower DC. GMs can
  award slightly more information than what is provided
  depending on how much a player’s roll exceeded a given DC.
  The DC can also be modified depending on the person with
  whom the character speaks.
  Gather Information
  Making this check represents the information a character
  can gain by questioning others. More appropriate sources of
  information include those who work for or with the UN,
  reporters (especially those who get sent to hot spots), and
  locals who live near any spot that the UN has sent peace-
  keeping forces. Add 10 to the DCs if the hero approaches
  anyone other than these types of people.
  DC 1: The UN has peacekeepers that are sent to trouble
  spots around the globe. 
  DC 5: Black helicopters with no markings have been
  spotted in almost every major metropolitan area.
  DC 10: The UN uses special troops in trouble areas, along
  with regular peacekeepers.
  DC 15: These troops wear all black and command the
  other troops. They are deployed in special black helicopters.
  DC 20: The UN has been considered a key factor in the
  “New World Order,” which is dedicated to creating a single
  world government.
  DC 25: The UN has a special group called the Elite
  Security Force, which answers only to the UN Minister of
  Information.
  DC 30: The ESF has been established to enforce the will
  of the New World Order and set up internment camps
  around major cities.
  DC 35: The ESF makes use of advanced and experimen-
  tal technology, some of which was allegedly taken from
  alien beings.
  Research
  Making this check represents the information heroes can
  gain about the ESF through research. The difficulty of gain-
  ing this information might change depending on what
  method the heroes use to research and where they are
  researching. The DCs below represent what a hero might
  find out if looking for general information about the ESF. For
  adventure-specific information, the GM should set DCs
  based on those in this chart. 
  DC 1: The UN has peacekeepers that are sent to trouble
  spots around the world.
  DC 5: The UN has been considered the primary force
  behind the “New World Order.”
  DC 10: Black helicopters with no ID have been spotted
  around populated areas. Nobody knows who controls them.
  DC 15: Black-garbed troops with no identifying markings
  are sometimes spotted among normal peacekeeping forces,
  and they seem to be in control of these troops.
  DC 20: The UN has a special branch called the Elite Secu-
  rity Force, which is similar to the Green Berets. They answer
  only to the UN Minister of Information.
  DC 25: The Minister of Information is Hugh Fletcher,
  a man with an amazing amount of control and almost
  no supervision. 
  DC 30: The ESF receives an enormous amount of funding
  and has well over 100,000 troops at its disposal. This unit
  does not “officially” exist, however.
  DC 35: The ESF has bases located around the world and
  has international jurisdiction, which basically exempts it
  from prosecution or interference by other governments. It
  has ties to several government agencies, corporations, and
  think tanks. Its budget is in the billions of dollars.
  Members
  Provided here is a typical private in the Elite Security Force.
  ESF soldiers are better armed and trained than regular sol-
  diers, and they enjoy a special type of diplomatic immunity
  when engaged in a mission for the UN—other countries do
  not have authority to hold or prosecute ESF personnel. An
  ESF trooper garbed for battle wears matte black and has no
  identification that can link him to any particular group.
  Troopers are discouraged from getting tattoos or other per-
  manent markings that can make them easier to identify if
  captured or detained.
  The trooper described below is a basic infantryman—
  each squad has numerous specialists that focus on particu-
  lar aspects of warfare. Troopers are given additional
  equipment as required for the mission, and some of it is
  highly experimental. 
  Typical ESF Trooper (Strong Ordinary 1/Tough Ordi-
  nary 2/Fast Ordinary 1): CR 3; Medium-size human; HD
  1d8+1 plus 2d10+2 plus 1d8+1; hp 24; Mas 13; Init +3; Spd 25 ft.;
  Defense 24, touch 18, flat-footed 21 (+3 Dex, +5 class, +6 tac-
  tical vest); BAB +2; Grap +4; Atk +4 melee (1d4+2, unarmed
  strike) or +4 melee (1d6+2, rifle butt); Full Atk +4 melee
  (1d4+2, unarmed strike) or +3 melee (1d6+2, rifle butt) or +6
  ranged (2d6, HK MP5) or +5 ranged (2d6, Berretta 92F) or +5
  ranged (4d6, fragmentation grenade) or +5 ranged (special,
  smoke grenade) or +5 ranged (special, tear gas grenade); FS
  5 ft. by 5 ft.; Reach 5 ft.; AL Elite Security Force, United
  Nations, law; SV Fort +3, Ref +4, Will +0; AP 0; Rep +0; Str 14,
  Dex 16, Con 13, Int 12, Wis 10, Cha 8.
  Occupation: Military (bonus class skills: Knowledge [tac-
  tics], Move Silently).
  Skills: Climb +1*, Drive +4, Intimidate +2, Knowledge (cur-
  rent events) +5, Knowledge (tactics) +6, Move Silently +3*,
  Profession +4, Spot +1, Survival +3. 
  Feats: Advanced Firearms Proficiency, Armor Proficiency
  (light, medium), Combat Martial Arts, Personal Firearms
  Proficiency.
  Possessions: HK MP5 (9mm submachine gun with illumi-
  nator), 60 rounds of 9mm ammunition, Berretta 92F (9mm
  autoloader), tactical vest, 4 fragmentation grenades, 2
  smoke grenades, 2 tear gas grenades, hip holster, black
  fatigues, black fatigue jacket, professional walkie-talkie, first
  aid kit, gas mask.
  *Includes armor penalty for tactical vest.
  Hugh Fletcher
  Hugh Fletcher is the UN Minister of Information and com-
  mander of the Elite Security Force. He is the undisputed
  leader of the ESF, and his troops are utterly loyal to him. He
  is an astute observer of human behavior and knows how to
  FACTIONS
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  motivate others to do his dirty work. He has extensive con-
  tact with high-ranking officials in the United Nations, the
  U.S. Congress, the CIA, and the NSA. Fletcher is used to deal-
  ing with subtlety and long-range thinking, but he is not
  afraid to call in huge favors and use overwhelming force
  when it is called for. This reputation has made him feared in
  almost every high-powered political, conspiratorial, and
  religious organization around ther world.
  Fletcher is a swarthy, balding man in his fifties, with a
  thick, black beard and pale, freckled skin. He stands 6 feet 2
  inches tall and weighs 220 pounds, and he has far more fat
  than muscle. He has a heart condition that makes him avoid
  physical exertion, although few beyond his immediate peers
  are aware of it. Fletcher never goes anywhere without two
  well-armed bodyguards, an undercover vest, and a firearm
  of some kind.
  Hugh Fletcher (Dedicated Hero 3/Charismatic Hero 3/
  Negotiator 10): CR 16; Medium-size human; HD
  3d6–3 plus 3d6–3 plus 10d8–10; hp 55; Mas 9;
  Init +0; Spd 30 ft.; Defense 18, touch 16, flat-
  footed 18 (+6 class, +2 light undercover shirt);
  BAB +10; Grap +11; Atk +11 melee (1d3+1 non-
  lethal, unarmed strike); Full Atk +11/+6 melee
  (1d3+1 nonlethal, unarmed strike) or +11/+6
  ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.;
  SQ conceal motive, no sweat, react first, sow dis-
  trust, talk down all opponents; AL Elite Security Force,
  United Nations, law; SV Fort +8, Ref +6, Will +16; AP 8;
  Rep +13; Str 12, Dex 10, Con 9, Int 17, Wis 19, Cha 17.
  Occupation: White collar (bonus class skills: Diplo-
  macy, Knowledge [civics]).
  Skills: Bluff +15, Computer Use +7, Concentration +4,
  Diplomacy +23, Gamble +9, Gather Information +17, Intimi-
  date +18, Knowledge (arcane lore) +7, Knowledge (behav-
  ioral sciences) +16, Knowledge (business) +16,
  Knowledge (civics) +17, Knowledge (current
  events) +13, Listen +10, Profession +11,
  Read/Write English, Read/Write German,
  Read/Write Spanish, Sense Motive +23,
  Speak English, Speak German, Speak Span-
  ish, Spot +10.
  Feats: Armor Proficiency (light), Alert-
  ness, Confident, Deceptive, Educated
  (Knowledge [behavioral sciences] and
  Knowledge [civics]), Frightful Pres-
  ence, Iron Will, Personal Firearms
  Proficiency, Renown (×2), Simple
  Weapons Proficiency, Trustworthy.
  Talents (Dedicated Hero): Empathy, intu-
  ition.
  Talents (Charismatic Hero): Charm (female), favor.
  Possessions: Glock 17 (9mm autoloader), light under-
  cover shirt, cell phone, briefcase.
  ESF Black Helicopter
  The ESF makes use of several makes and models of helicop-
  ters during their missions. All these helicopters are painted
  matte black and have no identifying markings on them—
  even running lights are kept off, except during landings or in
  high-traffic areas. This helicopter is especially suited to the
  stealthy and covert missions in which the ESF excels.
  A black helicopter is armed with 2 sidewinder missiles, 4
  hellfire missiles, a front-mounted minigun, and a door-
  mounted M2HB machinegun. It has specially modified
  FACTIONS
  TABLE 3–1: ESF BLACK HELICOPTER
  Top
  Hit
  Purchase
  Name
  Crew Pass
  Cargo Init Maneuver Speed Defense Hardness
  Points Size
  DC
  Restriction
  Black 
  2
  18
  10,000
  –4
  –4
  400 (40)
  6
  5
  50
  G
  50
  Illegal (+4)
  helicopter
  TABLE 3–2: BLACK HELICOPTER MODIFICATIONS
  Modification
  Bonus
  Penalty
  Faster
  Top speed 450 (45)
  Init –8; maneuver –8
  Tougher
  Hardness 10
  Top speed 200 (20); Init –8
  More maneuverable
  Maneuver –1
  Top speed 200 (20); Init –8
  LF
  620_17761_MenaceMan4a.qxd  6/11/03  4:49 PM  Page 222
  
  223
  armor that grants it more protection and makes it extremely
  difficult to locate by radar (Computer Use check DC 45).
  Black helicopters are made of a special polymer that
  allows it to change its shape to a certain degree. As a full-
  round action, the pilot can modify the shape to make it
  faster, more maneuverable, or even tougher. If the black hel-
  icopter takes more than half of its hit points in damage, it is
  stuck in the current modification and cannot change shape
  until fixed (DC 40 Repair check). See Table 3–1 for the black
  helicopter’s statistics and Table 3–2 for the benefits and
  penalties of various modifications.
  Hellfire (Air-to-Surface Missile)
  The hellfire is an air-to-surface, laser-guided missile used
  primarily to destroy tanks. It can also act as an air-to-air
  weapon against helicopters and other types of aircraft.
  When the hellfire missile hits its target, it explodes like a
  grenade or other explosive, dealing 15d6 points of damage to
  all creatures within a 15-foot radius (Reflex save DC 20 half).
  Because its explosive features a shaped charge designed to
  penetrate the armor of military vehicles, the hellfire ignores
  up to 15 points of hardness if it strikes a vehicle, building, or
  object. However, this applies only to the target struck, not to
  other objects within the burst radius.
  Hellfire missiles have a minimum range of 100 feet. If fired
  against a target closer than 100 feet, it does not arm and
  does not explode (but it still deals 3d6 points of ballistic
  damage, and hardness is not reduced). Hellfire missiles can
  be fired only from a missile platform mounted on a vehicle.
  (This cost is already factored into military vehicles that reg-
  ularly carry these missiles.) This platform provides a +2
  equipment bonus on attack rolls made against targets that
  have been acquired by the aircraft’s laser designator.
  To fire the missile, one must first acquire the target with
  the aircraft’s laser designator, which requires a full-round
  action. Someone else can acquire the target by using a
  portable laser designator (see below), which allows the
  helicopter to remain behind cover until it fires. After this
  target acquisition, firing the missile is an attack action.
  Once fired, a hellfire missile travels one range increment
  per round until it reaches the target, at which point, an
  attack roll must be made. A hellfire missile has enough
  fuel for 5 rounds of movement before crashing to the
  ground and exploding.
  Sidewinder (Air-to-Air Missile)
  The sidewinder is a short-range, air-to-air missile carried by
  aircraft, and it is used to bring down other aircraft. It has a
  heat-seeking guidance system that enables it to home in on
  the engine exhaust of other aircraft.
  Sidewinder missiles have a minimum range of 500
  feet. If fired against a target closer than 500 feet, it does
  not arm and does not explode (but still deals 3d6 points
  of ballistic damage). Sidewinder missiles can be fired
  only from a missile platform mounted on a fighter air-
  craft. (This cost is already factored into military vehicles
  that regularly carry these missiles.) This platform pro-
  vides a +4 equipment bonus on attack rolls made against
  targets that produce a considerable amount of heat—
  specifically the heat produced by the jet engines and
  turboprops that power most modern helicopters and
  planes. The sidewinder cannot be fired at targets that
  do not produce heat. They can be fired at hot targets on
  the ground (such as idling aircraft), but without the +4
  equipment bonus.
  To fire the missile, one must first acquire the target,
  which requires a full-round action. After the target is
  acquired, firing the missile is an attack action. Once fired,
  a sidewinder missile travels one range increment per
  round until it reaches the target, at which point an attack
  roll must be made. The missile makes a single attack roll
  each round until it hits or runs out of fuel (10 total rounds
  of movement).
  When the sidewinder missile hits its target, it explodes
  like a grenade or other explosive, dealing 20d6 points of
  damage to all creatures within a 10-foot radius (Reflex
  save DC 20 half).
  Minigun (7.62 Machine Gun)
  Originally created for use in the Vietnam War, the minigun is
  a powerful machine gun that uses a rotating barrel capable
  of firing thousands of rounds per minute. The minigun uses
  slightly different rules for autofire. When firing a minigun,
  you target a 20-foot-by-20-foot area (regular autofire rules
  target a 10-foot-by-10-foot area). Creatures inside this area
  must make a Reflex save (DC 20) for half damage. Firing a
  minigun on autofire uses 100 rounds of ammunition, or 50
  rounds if used with the Burst Fire feat.
  Portable Laser Designator
  Easily carried by a soldier, the portable laser designator
  allows users to detect and designate targets so that another
  team (such as one within a black helicopter) can launch hell-
  fire missiles (or other laser-guided ordnance) to the desig-
  nated target. The designator can designate a target and
  guide laser-guided ordnance to a target up to three miles
  away (one mile if the target is moving). Acquiring a target is
  a full-round action. The portable laser designator can be
  fitted with electro-optical capability.
  FACTIONS
  TABLE 3–3: NEW WEAPONS
  Damage
  Range
  Rate of
  Purchase
  Weapon
  Damage Critical
  Type
  Increment
  Fire
  Magazine
  Size
  Weight 
  DC
  Restriction
  Hellfire missile 
  15d6
  —
  Ballistic
  500 ft.
  1
  —
  Gargantuan 100 lb.
  30
  Mil (+3)
  Sidewinder missile 20d6
  —
  Ballistic
  1 mile
  1
  —
  Gargantuan 190 lb.
  31
  Mil (+3)
  Missile platform
  —
  —
  —
  —
  —
  —
  Large
  50 lb.
  36
  Mil (+3)
  Minigun
  4d10
  20
  Ballistic
  150 ft.
  A
  Linked
  Huge
  120 lb.
  29
  Mil (+3)
  Portable laser 
  —
  —
  —
  —
  —
  —
  Large
  15 lb.
  35
  Mil (+3)
  designator
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  224
  Infester (grub) . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/10
  Rod  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/4
  Scorpion  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/4
  Zap  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/4
  Chimpanzee  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/3
  Crawling claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/3
  Animated object, Tiny  . . . . . . . . . . . . . . . . . . . . .1/2
  Fraal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/2
  Robot, Small . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/2
  Sesheyan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1/2
  Star doppelganger, Tiny  . . . . . . . . . . . . . . . . . . . .1/2
  Animated object, Small . . . . . . . . . . . . . . . . . . . . . . .1
  Drop bear  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Grimlock  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Infester (adult)  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Jynx  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Kinori . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Mothfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
  Robot, Medium-size  . . . . . . . . . . . . . . . . . . . . . . . . .1
  Robot, police assault drone  . . . . . . . . . . . . . . . . . . .1
  Animated object, Medium-size  . . . . . . . . . . . . . . . .2
  Cat folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Dinosaur, pteradon  . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Etoile  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Gardhyi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Jumping jack (blood fiend) . . . . . . . . . . . . . . . . . . . .2
  Kinori Strong Hero 1  . . . . . . . . . . . . . . . . . . . . . . . . .2
  Luciferan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Night terror  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Snake, cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Snake, hoop  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Star doppelganger, Small  . . . . . . . . . . . . . . . . . . . . .2
  Thought eater  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Animated object, Large  . . . . . . . . . . . . . . . . . . . . . .3
  Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Charred one . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Fire wisp  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Fleshraker (knife fiend)  . . . . . . . . . . . . . . . . . . . . . . .3
  Ghoul Strong Ordinary 1/Tough Ordinary 1 . . . . . .3
  Kroath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Mongolian death worm  . . . . . . . . . . . . . . . . . . . . . .3
  Monitor lizard  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  N’sss (in science pod)  . . . . . . . . . . . . . . . . . . . . . . . .3
  Revenant Strong Ordinary 1/
  Dedicated Ordinary 1 . . . . . . . . . . . . . . . . . . . . . .3
  Skin feaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Star doppelganger, Medium-size . . . . . . . . . . . . . . .3
  Thunderbird (chick) . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Yeti  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Grimlock Strong Hero 3  . . . . . . . . . . . . . . . . . . . . . .4
  Harpy  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  Harriken (headsnatcher fiend) . . . . . . . . . . . . . . . . .4
  Jynx Fast Hero 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  Litter brute  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  N’sss (in attack pod)  . . . . . . . . . . . . . . . . . . . . . . . . .4
  Satanic ichor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  Stygilor (tumor fiend) . . . . . . . . . . . . . . . . . . . . . . . .4
  Zeikune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  Alien probe  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Animated object, Huge . . . . . . . . . . . . . . . . . . . . . . .5
  Charred one (advanced)  . . . . . . . . . . . . . . . . . . . . . .5
  Cat folk Fast Hero 1/Charismatic Hero 2  . . . . . . . .5
  Demonic  machine  . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Fire wisp (advanced)  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Mapinguari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Mongolian death worm (advanced)  . . . . . . . . . . . .5
  Sewer sludge  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Shark, Huge  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Skin feaster (advanced) . . . . . . . . . . . . . . . . . . . . . . .5
  Udoroot  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Doom hag  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Fleshraker (knife fiend) Fast Hero 3 . . . . . . . . . . . . .6
  Fraal Charismatic Hero 1/
  Smart Hero 2/Telepath 3  . . . . . . . . . . . . . . . . . .6
  Hippopotamus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Kroath Tough Hero 3 . . . . . . . . . . . . . . . . . . . . . . . . .6
  Litter brute (advanced) . . . . . . . . . . . . . . . . . . . . . . .6
  Maniac Strong Hero 2/Tough Hero 3 . . . . . . . . . . .6
  Sesheyan Fast Hero 2/Infilitrator 4  . . . . . . . . . . . .6
  Yeti (advanced)  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Zeikune Smart Hero 2 . . . . . . . . . . . . . . . . . . . . . . . .6
  Animated object, Gargantuan  . . . . . . . . . . . . . . . . .7
  Dimensional horror . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Etoile Techie 5  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Half-fiend/half-yuan-ti  . . . . . . . . . . . . . . . . . . . . . .7
  Kwevencha (spider fiend) . . . . . . . . . . . . . . . . . . . . .7
  Man-’o-war, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Mapinguari (advanced)  . . . . . . . . . . . . . . . . . . . . . . .7
  Mothfolk Dedicated Hero 3/Acolyte 3 . . . . . . . . . .7
  Night terror Dedicated Hero 2/
  Charismatic Hero 3 . . . . . . . . . . . . . . . . . . . . . . . .7
  Sand slave Tough Ordinary 3/
  Smart Ordinary 3  . . . . . . . . . . . . . . . . . . . . . . . . .7
  Sea serpent  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Sewer sludge (advanced)  . . . . . . . . . . . . . . . . . . . . .7
  Star doppelganger, Large  . . . . . . . . . . . . . . . . . . . . .7
  Toxic sludge  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Acid rainer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Demonic machine (advanced) . . . . . . . . . . . . . . . . .8
  Dread tree  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Elohim  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Gardhyi Charismatic Hero 3/Telepath 3  . . . . . . . .8
  Half-fraal/half-illithid  . . . . . . . . . . . . . . . . . . . . . . .8
  Harpy Charismatic Hero 4  . . . . . . . . . . . . . . . . . . . .8
  Intellect devourer . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Luciferan Smart Hero 3/Mage 3  . . . . . . . . . . . . . . .8
  Malleable Tough Hero 4/Dedicated Hero 3  . . . . .8
  Rogue tulpa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Sasquatch Strong Hero 3/Soldier 3  . . . . . . . . . . . .8
  Udoroot (advanced)  . . . . . . . . . . . . . . . . . . . . . . . . .8
  Anaconda, giant  . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Crawfordsville monster  . . . . . . . . . . . . . . . . . . . . . .9
  Murdergaunt (whistling fiend) . . . . . . . . . . . . . . . . .9
  Animated object, Colossal  . . . . . . . . . . . . . . . . . . .10
  Bodak  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Bogeyman Tough Hero 9  . . . . . . . . . . . . . . . . . . . .10
  Chemical golem . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Dinosaur, plesiosaur  . . . . . . . . . . . . . . . . . . . . . . . .10
  Rogue tulpa (advanced)  . . . . . . . . . . . . . . . . . . . . .10
  Satanic ichor (advanced) . . . . . . . . . . . . . . . . . . . . .10
  Sea serpent (advanced) . . . . . . . . . . . . . . . . . . . . . .10
  Star doppelganger, Huge  . . . . . . . . . . . . . . . . . . . .10
  Acid rainer (advanced)  . . . . . . . . . . . . . . . . . . . . . . .11
  Bodak (advanced)  . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Dinosaur, tyrannosaur  . . . . . . . . . . . . . . . . . . . . . . .11
  Jumping jack (blood fiend) Fast Hero 9  . . . . . . . . .11
  Megalodon  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Montauk monster . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Crawfordsville monster (advanced) . . . . . . . . . . . .12
  Dread tree (advanced) . . . . . . . . . . . . . . . . . . . . . . .12
  Elohim Charismatic Hero 4 . . . . . . . . . . . . . . . . . . .12
  Toxic sludge (advanced)  . . . . . . . . . . . . . . . . . . . . .12
  Whisperer in the dark  . . . . . . . . . . . . . . . . . . . . . . .12
  Chemical golem (advanced)  . . . . . . . . . . . . . . . . . .13
  Dimensional horror (advanced)  . . . . . . . . . . . . . . .13
  Montauk monster (advanced)  . . . . . . . . . . . . . . . .14
  Thunderbird (adult)  . . . . . . . . . . . . . . . . . . . . . . . . .14
  Anaconda, giant (advanced)  . . . . . . . . . . . . . . . . . .15
  Megalodon (advanced)  . . . . . . . . . . . . . . . . . . . . . .17
  Neothelid  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Baal (Charismatic Hero 10/Negotiator 8) . . . . . . .25
  INDEX
  CREATURES RANKED BY CHALLENGE RATING
  620_17761_MenaceMan4a.qxd  6/11/03  4:49 PM  Page 224
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Wizards of the Coast/D20 Modern - Wizards of the Coast - Supplement - Menace Manual.pdf