TEXT: The Modern Dispatch
  CyberStealth�Action�2
  Page 1
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  phil�reed,�chris�davis
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  #68
  CyberStealth Action 2
  By Phil Reed
  It has now been a year since I wrote CyberStealth 
  Action for the Modern Dispatch, which means that 
  it’s deﬁnitely time for a sequel. In this issue of the 
  Modern Dispatch, which assumes that you already 
  own Modern Dispatch #16, CyberStealth Action, I 
  present new feats, cybernetics, and adventure hooks 
  for futuristic stealth action adventures. If you do not 
  own the original issue – which you can grab at www.
  rpgnow.com – then some of the material (especially 
  a few feats) will not be usable to you. 
  While many of the stealth feats found in this issue 
  can be used in modern-era campaigns, the entire 
  document is speciﬁcally targeted at Gravity Age (PL 
  7) campaigns. For more cybernetic equipment please 
  take the time to investigate Ronin Arts’ Future series 
  of PDFs.
  NOTE: The list of bonus feats that the CyberOp 
  prestige class (see Modern Dispatch #16) may draw 
  from is expanded by the addition of the new feats 
  included in this PDF.
  Open Game Content
  All of the text in this PDF, with the exception of 
  product identity, is presented as open game content. 
  While this means absolutely nothing to your 
  campaign it does give other publishers permission 
  to use this material as long as they follow the open 
  game license (see the end of this PDF).
  About the Author
  Philip Reed has been working professionally in 
  the roleplaying game industry since 1995. In that 
  time he has worked for such companies as Atlas 
  Games, Privateer Press, and Scrye magazine. Today 
  Philip spends his days at home running Ronin Arts, 
  ShadowShield 
  This elite mission force, organized and operated by the highest levels of government, is a covert action 
  agency charged with protecting the government’s agents, citizens, and interests across the solar system. 
  ShadowShield, a distant descendent of the former United States’ NSA, operates above, outside of, and in 
  direct opposition of the law. ShadowShield ﬁelds some of the best-trained steath operatives in the business 
  and devotes its resources and energies to eliminating threats before they take place. 
  Throughout this Dispatch issue you will ﬁnd boxes marked “ShadowShield Case File.” These special 
  boxes are adventure hooks written solely for the use of the GM. If you are a player in any campaign it 
  is recommended that you overlook these boxes since they may prove to be the basis for an upcoming 
  adventure. GMs are encouraged to use these boxes as disinformation to distract and confuse players that 
  cannot obey instructions. 
  
  The Modern Dispatch
  CyberStealth�Action�2
  Page 2
  writing and designing new games, and watching 
  DVDs. To learn more about Philip Reed – and Ronin 
  Arts – please visit www.roninarts.com and  www.
  philipjreed.com/php. The ofﬁcial Ronin Arts forums 
  can be found at www.raforums.com.
  New Feats
  The following feats are geared toward both 
  cybernetics and stealth.
  Cybernetic Feats 
  These feats are written for use with characters 
  dependent upon cybernetic enhancements. 
  Cybernetic Savant
  You are adept at using your cybernetic enhancements 
  in ways that other people cannot even fathom, and 
  receive greater beneﬁts from them as a result.
  Beneﬁt: When you take this feat, select one 
  cybernetic enhancement that provides a bonus to 
  attack rolls, skill checks, or saves. Whenever you 
  make use of that cybernetic enhancement, the beneﬁt 
  it normally provides is doubled.
  Special: You may select this feat multiple times. 
  Each time you do so, you must select another 
  cybernetic enhancement to gain the beneﬁts of this 
  feat.
  Cyberphile
  You are obsessed with cybernetics – so much so that 
  you have become almost addicted to them – and can 
  handle the loss of biological parts better than most.
  Prerequisite: Cybertaker.
  Beneﬁt: The total number of negative levels from 
  having more cybernetic enhancements than your 
  body can normally bear is halved. For example, if 
  you have 4 cybernetic enhancements beyond your 
  normal limit, you suffer 2 negative levels instead of 
  4.
  Special: In order to take this feat, you must 
  have at least 2 more cybernetic enhancements or 
  replacements than you would normally be allowed, 
  resulting in at least 2 negative levels.
  Hardened Components
  You’ve invested in improving the durability of your 
  cybernetics.
  Beneﬁt: When you take this feat, select one 
  cybernetic replacement or enhancement with a 
  hardness of 1 or more. That component’s hardness 
  and hit points are improved by 50% each (round up).
  Special: You may select this feat multiple times. 
  Each time you do so, you must select another 
  cybernetic replacement or enhancement to gain the 
  beneﬁts of this feat.
  Stealth Feats
  The following feats are designed speciﬁcally for 
  stealth action campaigns. They are suitable for use in 
  either modern or futuristic campaigns.
  Dislocate
  You’re able to dislocate your shoulder, making it 
  easier for you to escape.
  Prerequisite: Nimble.
  Beneﬁt: As a full-round action you may dislocate 
  your shoulder, gaining a +6 bonus to Escape Artist 
  and Grapple checks. You do not gain this bonus 
  to Escape Artist checks if you are handcuffed or 
  otherwise bound in a manner that being able to move 
  your arm in an unexpected manner would enable you 
  to more easily escape. Your GM has ﬁnal say in when 
  you may claim this bonus.
  Diversion Mastery
  You’ve become quite skilled at creating diversions 
  that give the few seconds that you need to hide.
  Prerequisites: Bluff 4 ranks, Hide 4 ranks.
  Beneﬁt: Whenever you create a diversion to hide 
  (see the Hide skill in the modern SRD) you gain a +4 
  competence bonus to your Bluff check.
  New Gear: Shadow Suit (PL 7)
  The shadow suit incorporates a few key advanced technological components into a single design that 
  enables the suit’s wearer to remain better hidden in darkened environments. The ﬁrst element, light-
  absorbing materials, collects and redistributes ambient and direct light which prevents the suit from 
  reﬂecting light. The second element, shadow generators embedded throughout the suit, release a dense, 
  dark fog at random intervals which obscure the wearer’s form and covers the wearer in shadow-like 
  conditions at almost all times. When in any darkened area, the wearer of a shadow suit gains a +6 
  equipment bonus to Hide checks and increases any natural concealment bonuses by one step (one-quarter is 
  increased to one-half, one-half is increased to three-quarters, three-quarters is increased to nine-tenths, and 
  nine-tenths is increased to total). If utilized in areas that are not covered in shadows the suit has no effect.
  Other than detailed below, the shadow suit’s statistics are identical to the silent suit (see the Gear section 
  of the future SRD).
  Purchase DC: 20.
  Restriction: Restricted (+2).
  
  The Modern Dispatch
  CyberStealth�Action�2
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  Evasive Stand
  You’re constantly in motion, twisting and weaving 
  to avoid attacks, even when standing from a prone 
  position.
  Prerequisite: Swift Stand, Defense Bonus +3.
  Beneﬁt: Standing up from a prone position does 
  not provoke an attack of opportunity from opponents 
  that threaten you.
  High Ground Attack
  Your training and experience in combat has taught 
  you how to take advantage of a battle when holding 
  the high ground.
  Beneﬁt: When you are on terrain that is higher than 
  your opponent you gain a +2 bonus to melee attack 
  rolls and a +1 bonus to ranged attack rolls.
  Improved Shadow Dash 
  A combination of experience and instinct has made 
  you a master at remaining hidden while moving 
  swiftly through darkened areas. 
  Prerequisites: Shadow Dash, Stealthy, Strike from 
  the Shadows, Hide 8 ranks. 
  Beneﬁt: When in shadowed areas – during either 
  night or day – you may move up to your full speed 
  and suffer no penalty on Hide checks. When running 
  or charging in a shadowed area you may attempt Hide 
  checks at a -5 penalty. Attacking while hidden is still 
  practically impossible (-20 penalty). 
  Improved Shadow Grab
  By surprising opponents you’re able to subdue them 
  quickly – and silently – by snatching them from the 
  shadows.
  Prerequisites: Shadow Grab, Move Silently 8 
  ranks.
  Beneﬁt: Your circumstance bonus to grapple 
  checks when using the Shadow Grab feat is equal 
  to the total ranks you possess in Hide and Move 
  Silently. If you win the ﬁrst grapple check against an 
  opponent that you have grabbed from the shadows 
  you automatically inﬂict a number of points of 
  nonlethal damage equal to your Hide or Move 
  Silently ranks – your choice. 
  Instinctive Hide
  When startled, your ﬁrst instinct is to vanish into the 
  shadows.
  Prerequisites: Stealthy, Hide 6 ranks.
  Beneﬁt: At the start of any encounter in which 
  you are unaware – if you are adjacent to to any dark, 
  shadowed square – you may instantly make a Hide 
  check at a –10 penalty to disappear into the shadows. 
  If this check is successful than your opponents have 
  spotted you but you’ve managed to hide yourself 
  before they could take advantage of the situation and 
  you end the surprise round in the shadowed square. If 
  this check fails then the surprise round continues as 
  normal and your opponents gain a +2 circumstance 
  bonus to attack rolls during this surprise round.
  Reverse Grapple
  When grappled by an opponent, you can immediately 
  reverse the situation.
  Prerequisites: Improved Grapple, Bluff 6 ranks.
  Beneﬁt: When resisting a grapple, the instant your 
  opponent wins the initial grapple check, you may 
  make a Bluff check against your opponent’s Sense 
  Motive. If you succeed, you reverse the situation and 
  have managed to successfully grapple your opponent. 
  You may not use this feat on grapple attempts that 
  you initiate.
  Shadow Grab
  You’re patient enough, and stealthy enough, to strike 
  from the shadows, grappling unsuspecting opponents.
  Prerequisites: Improved Grapple, Strike from the 
  Shadows.
  Beneﬁt: Whenever you are in a square adjacent to 
  an opponent, bathed in shadows, and the opponent 
  is unaware of your presence then you may make a 
  grapple attempt on that opponent as a move action. 
  This does not provoke an attack of opportunity and 
  you automatically succeed on the melee touch attack 
  to grab the unsuspecting opponent. Additionally, you 
  ShadowShield Case File #1425: Genetics Laboratory Ship Inﬁltration
  Moreau Station, an illegal genetics research facility on the edge of explored space, is an enemy of 
  ShadowShield and the civilized systems of the galaxy, the station known for the creation of dangerous 
  genetic materials and augmented criminals. ShadowShield has identiﬁed that an illegal genetics laboratory 
  ship, in the guise of a bulk freighter, will be entering the Galkka system for refueling. This will be your 
  opportunity to sneak onboard the ship and gather as much information as possible before the ship leaves 
  the system.
  You’ll be able to enter the ship through a maintenance hatch adjacent to the fuel tanks – ShadowShield 
  has managed to place its staff in charge of the refueling facility – and should be able to do so without being 
  spotted. According to intel the genetics laboratory is on the third level. You will have exactly one hour 
  before the refueling process will be completed.
  Kink: An accident in the lab has resulted in the release of several dangerous, unstable genetic research 
  subjects. The lab has been sealed and you’ll need to sneak past guards, enter the lab, and grab the 
  computers’ data while ﬁghting off the crazed, violent research subjects.
  
  The Modern Dispatch
  CyberStealth�Action�2
  Page 4
  gain a circumstance bonus equal to your Hide ranks 
  on the ﬁrst grapple check that you make with the 
  grabbed opponent.
  Silent Drop
  When you drop to the ground you land silently, 
  allowing you to take an opponent by surprise.
  Prerequisites: Silent Step, Stealthy, Climb 4 ranks, 
  Move Silently 6 ranks.
  Beneﬁt: A character that drops from any height, 
  when the landing point is not within the ﬁeld 
  of vision of his opponents, may land without 
  making any sound at all. At a height up to 10-feet 
  the character automatically lands silently while 
  heights over 10-feet require the character to make 
  a successful Move Silently check (DC equal to the 
  number of feet that the character dropped from) in 
  order to land silently. This Move Silently check must 
  be made after the character makes his Reﬂex save to 
  reduce damage suffer in the fall – if the Reﬂex save 
  fails then the character suffers a penalty on his Move 
  Silently check equal to the amount by which his 
  Reﬂex save failed.
  Spectacular Leap
  You’ve invested long hours of training into your 
  ability to jump from a running and standing start.
  Prerequisites: Acrobatic, Jump 6 ranks, Tumble 6 
  ranks.
  Beneﬁt:  You gain a +4 bonus on all Jump checks. 
  This stacks with the +2 bonus gained from the 
  Acrobatic feat for a total bonus of +6.
  Surprise Advantage
  You react swiftly in almost any situation and are able 
  to take advantage of the few seconds during which 
  your opponents are surprised.
  Prerequisites: Alertness, Cautious, Combat 
  Reﬂexes.
  Beneﬁt: During any surprise round in which you 
  are aware of your opponents you may take both a 
  move and an attack action.
  Swift Stand
  You’re quick and nimble, able to leap to your feet 
  effortlessly and in a split second.
  Prerequisite: Nimble.
  Beneﬁt: Standing up from a prone position is a free 
  action.
  New Cybernetics
  The following cybernetic enhancements include 
  both items speciﬁcally useful to stealth action and 
  cybernetics with a wider purpose.
  Facial Mask (PL 6)
  The recipient’s ﬂesh is separated from his skull and 
  replaced with a ﬂesh-like substance that is stretched 
  over a micro-mechanical system linked directly to 
  the user’s brain. With a simple thought the recipient 
  can reconﬁgure his facial structure, commanding 
  the micro-mechanical system to modify his cheeks, 
  forehead, and chin.
  Beneﬁt: A character outﬁtted with a facial mask 
  may, as a free action, change his facial appearance. 
  This system grants the recipient a +5 equipment 
  bonus to Disguise checks.
  Type: Internal.
  Hardness/Hit Points: –/2.
  Base Purchase DC: 15.
  Restriction: Illegal (+4).
  ShadowShield Case File #1498: Sabotage the GravProjector
  An enemy shipyard, site of the design and construction of some of the most powerful starships ever seen 
  in the galaxy, is reportedly nearing completion of the installation of a GravProjector into a superheavy 
  warship. Your mission is to get onboard the orbital construction facility, locate the GravProjector, and 
  sabotage the weapon before the work is completed. There are multiple ways of sabotaging the weapon, 
  from simply destroying it to removing key components, but ShadowShield has a speciﬁc method of 
  sabotage in mind: install a computer virus into the weapon’s main systems. If you can successfully install 
  this virus then ShadowShield will be able to assume control of the weapon and overload its gravitic 
  capacitors which should lead to the destruction of both the weapon and the warship.
  Kink: Unfortunately, the weapon system is so carefully guarded that the only place from which the virus 
  can be installed is the warship’s bridge. You must not only inﬁltrate an enemy facility that is swarming with 
  guards and sentry robots, but also make your way onto the bridge of an active, important warship. While 
  you can opt for one of the other methods of sabotage the weapon, your superiors will not look favorably 
  upon the simpler options.
  Kink: The GravProject isn’t actually here, having been installed on a different warship a few weeks ago. 
  The primary task now is to determine exactly which starship is equipped with this weapon.
  
  The Modern Dispatch
  CyberStealth�Action�2
  Page 5
  Fastdraw Holster (PL 6)
  A concealed holster is installed in the recipient’s 
  forearm that quickly ejects a pistol into the recipient’s 
  hand.
  Beneﬁt: Drawing a pistol with a fastdraw holster is 
  a free action. It requires a full-round action to return 
  the weapon to the concealed holster.
  Type: Internal.
  Hardness/Hit Points: –/3.
  Base Purchase DC: 14.
  Restriction: Military (+3).
  Auto-Grapplers (PL 7)
  Cable-like whips are implanted in the recipient’s back 
  and arms where they remain retracted until activated. 
  Once engaged, the whips snake out, attempting to 
  latch onto whatever the recipient is holding onto.
  Beneﬁt: As a free action, at any point during 
  a grapple check, the recipient may activate this 
  cybernetic enhancement. The cable-like whips 
  grant the recipient a +6 equipment bonus to grapple 
  checks. The whips remain extended until they 
  miss their target (the recipient loses the grapple 
  check), whatever they are holding is released by the 
  recipient’s hands, or the recipient orders them to 
  retract (also a free action).
  Type: Internal.
  Hardness/Hit Points: 3/10.
  Base Purchase DC: 32.
  Restriction: Military (+3).
  Slick Skin (PL 7)
  Special implants beneath the skin, each ﬁlled with 
  an oily substance that is manufactured by an array 
  of nanites, allow the recipient to make it difﬁcult for 
  others to maintain a hold on him.
  Beneﬁt: The recipient may, as a free action, 
  activate this cybernetic enhancement, instantly 
  covering his skin with a slippery substance that 
  makes it more difﬁcult for others to grapple him. 
  Opponents suffer a –6 penalty to grapple checks and 
  touch attacks against a character with slick skin. This 
  slippery substance is reabsorbed by the body within a 
  few seconds and the substance is not generated on the 
  hands or feet – the recipient’s ability to grasp items 
  and maintain balance is unaffected by this cybernetic 
  enhancement. If the character is wearing clothing the 
  penalty to grapple and touch attacks is reduced to –4 
  while in anything but full body armor or spacesuit 
  – characters so outﬁtted are not protected by this item 
  – the penalty is reduced to –2. 
  Type: Internal.
  Hardness/Hit Points: –/4/
  Base Purchase DC: 22.
  Restriction: Restricted (+2).
  Sound Suppression System (PL 7)
  This small implant, surgically installed into the 
  recipient’s spine, envelops the recipient’s body in a 
  sonic energy ﬁeld when activated.
  Beneﬁt: As a free action, the recipient of this 
  implant can activate a sonic energy ﬁeld that cancels 
  almost all sound the character produces. When 
  activated the character gains a +10 equipment bonus 
  to Move Silently checks. The implant carries enough 
  power to function for 12 rounds after which point it 
  must be shutdown and allowed to recharge, requiring 
  one hour.
  The system is most frequently used by cyberops 
  and inﬁltration specialists.
  Type: Internal.
  Hardness/Hit Points: –/5.
  Base Purchase DC: 28.
  Restriction: Military (+3).
  ShadowShield Case File #1832: Destroy Sensitive Intelligence
  Just as you’re completing a mission on an enemy world a new mission order comes in. An allied cloakship 
  was ﬂying surveillance over a nearby mecha production facility when it’s systems failed and the cloaking 
  device shut down. Enemy missile batteries immediately attacked and were successful in bringing down 
  the cloakship. The burning wreckage, now within a dozen miles of your present location, is equipped with 
  data recorders that must be physically destroyed before an enemy patrol secures the crash site and assumes 
  control of the wreckage.
  Kink: The pilot of the starship was an enemy agent that intentionally deactivated the cloaking device. 
  When you reach the wreckage he is in the process of preparing the data recorders for easy retrieval by 
  approaching enemy forces. If you relay this information to your superiors they will want the traitor brought 
  in for questioning. 
  Decide what you’ll do quickly, because the enemy troops are fast approaching.
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