TEXT: Requires the use of the                                       Roleplaying Game, published by Wizards of the Coast, Inc.
  d20 Modern™ 
  D20 Modern EXtreme Action for SaNctuary: City of SecRets
  LPJ9741
  Adrenaline Surge
  WRitten By CHris FieLd
  Push your body past all known limits, past common sense and past fear and mediocrity. This is a book 
  about athletes, physical prodigies and daredevils of all kinds. It’s about everyone who makes a living 
  off sweat and adrenaline, who is famous for their physical capabilities. It’s about extreme sports and 
  Sanctuary: City of Secrets cool, about surfing and skating, and using your sports skills to fight crime. 
  Presented here are several new uses for old skills, new twists on familiar rules that bring X-Games style 
  action to the game table. Three new advanced classes are presented, all amazing physical specimens, and 
  each a different type of player in the Hollywood game. Ever wanted to play an NFL champion turned 
  secret agent, a combat focused movie stuntman or a skateboarding martial artist? Now you can. 
  
  Adrenaline Surge
  Page 2
  A handful of new Intermediary classes are also presented, 
  each representing a different path into the Personality 
  advanced class’ fame and fortune. Like a world class 
  athlete, the Porn Star uses her finely tuned body as both 
  commodity and art object. Adult movies are just one path 
  to fame: everything from internet journalism to screaming 
  punk rock can make you the long green. 
  Nearly two dozen new feats, emphasizing physical ability 
  and social interaction are described. New vehicles, gear, 
  and sporting equipment round out your characters’ inven-
  tories and finish out this PDF. 
  Chapter One 
  Skydiving and HALO Drops: 
  Reasons to jump out of 
  perfectly good planes 
  Skydiving and airborne insertions are action movie 
  staples. After all, what’s cooler than dropping 12,000 ft 
  and landing guns blazing and ready for action? Of course, 
  getting down alive isn’t quite as easy as it looks in the 
  movies. 
  Skydiving is basically a highly specialized Jump (Base 
  DC 10) check. The DC of the check is based on a combi-
  nation of factors, the most important being the altitude 
  the skydiver drops from and the circumstances of the 
  jump. After all, it’s easier for a skydive to hit the target 
  safely when jumping with plenty of time to prepare and 
  check gear than it is when bailing out of a burning, wildly 
  pitching jet. The skydiver’s Jump check result determines 
  how close to the landing zone they impact, and how gently 
  they land. 
  Circumstance  
  Jump Check DC 
  Basic Skydive  
  Base DC 10 
  Jump of less than 1,500 ft  
  Base DC +10 (DC 20) 
  Jump of 1,501 – 3,500 ft  
  Base DC +7 (DC 17) 
  Jump of 3,501 – 7,500 ft  
  Base DC +5  (DC 15) 
  Jump of 7,501 – 10,000 ft  
  Base DC + 7 (DC 17) 
  Each additional 1,000 ft 
  DC increases by +2 for 
  past 10,000 ft  
   each 1000 ft beyond 
  10,000 ft 
  Jumping hurriedly (combat 
  Base DC + 5 
  jumps, ejecting from an
  aircraft) 
  Jumping at night or when  
  Base DC + 10 
  landing zone is obscured by
  smoke, foliage, etc.
  Low Opening (activating the 
  Base DC +5 
  chute 1,000 ft or less from 
  the ground) 
  Change landing zone  
  Cumulative +2 modifier
  while airborne
  Success on the Jump check indicates the sky diver lands 
  safely somewhere within a designated 30 ft square 
  ‘landing zone’ selected during the descent. Failure indi-
  cates the sky diver is off target, sometimes dramatically, 
  and suffers impact damage from the landing. If an initial 
  landing zone becomes risky, the skydiver can attempt a 
  Strength check (DC 15) to attempt to modify her landing 
  zone target while in flight. Doing so allows the sky diver 
  to make a second Jump check, in hopes of designating 
  a safer landing zone. The skydiver can also attempt to 
  retry a failed jump check that would mean a potentially 
  fatal landing, but each attempt to retry the check/reassign 
  the landing zone increases the Jump check DC by +2. 
  You may attempt to retry a Jump once per 1000 ft fallen. 
  Regardless of the success or failure of the landing, all sky 
  divers are shaken for 1d4 rounds after impact, simply from 
  the shock and disorientation of the landing. 
  For simplicity’s sake, assume that a falling object descends 
  at 90 ft per round without a parachute. The skydiver’s 
  parachute slows the descent dramatically; depending on 
  the type of parachute, the rate of descent might be as little 
  as 20 ft per round. This means that on long jumps, the 
  sky diver could spend several minutes airborne. While 
  airborne, a skydiver can attempt additional Jump checks to 
  Table: Jump Failure
  Jump Check 
    
  Reflex save DC  
  Failed By…. 
  Result 
  or half damage 
  1-5 points  
  Off target by up to 100 ft in random direction, suffers 2d6 points of damage 
  DC 15
  6-8 points  
  Off target by up to 500 ft in random direction, suffers 4d6 points of damage  
  DC 18 
  9-10 points 
  Off target by up to 1,000 ft in random direction, suffers 8d6 points of damage  
  DC 21 
  11 + points 
  Off target by up to 1 mile in random direction, suffers 16d8 points of damage 
  DC 25 
  
  Adrenaline Surge
  Page 3
  maneuver, can engage in desperate air to air fist fights, or 
  even cast spells on magically active worlds. 
  Each round during the descent, a skydiver can make a DC 
  15 Jump check in order to move horizontally a distance 
  equal to their base land speed. You may not run or charge 
  while skydiving. A skydiver can fight while airborne, but 
  not well: all attacks suffer a –4 circumstance penalty, and 
  the sky diver is considered flat footed, and is denied her 
  Dex bonus to defense while in the sky. Spellcasters and 
  psychics must succeed at a Concentration check (DC 15) 
  to use supernatural abilities while descending. 
  Skydivers should also be wary of the thin air and extreme 
  cold of high altitude jumps. Above 10,000 ft, the air 
  becomes too thin to breathe, and the piercing cold can 
  lead to fatal hypothermia. Refer to chapter five of the D20 
  Modern SRD for details of cold danger and suffocation.
  NEW FEATS
  Airdance  
  You are an accomplished aerial showman, capable of 
  incredible grace and beautiful acrobatic feats during your 
  descent. 
  Prerequisite: Athletic, Jump 4 ranks, Perform: dance 1 
  rank
  Benefit: You may add your ranks in Perform: dance as an 
  untyped bonus on all Jump checks made during a para-
  chute jump. You may use the run action to move horizon-
  tally while descending. 
  Airborne Sniper  
  You can fight effectively while parachuting, often 
  providing cover fire to the troops on the ground, as you 
  drop into the fight. 
  Prerequisite: Jump School
  Benefit: You suffer no penalties on attack rolls while 
  skydiving. You may move up to your base land speed hori-
  zontally while descending, without requiring an additional 
  Jump check. 
  Normal: You suffer a –4 circumstance penalty on all 
  attack rolls while skydiving. 
  Basejumper  
  A die hard thrillseeker, you parachute from skyscrapers for 
  the sheer fun of it. 
  Prerequisite: Jump 4 ranks, Knowledge: physical sciences 
  1 rank 
  Benefit: You receive a +2 bonus on all Jump and Climb 
  checks, and may re-roll a failed Jump check once per 
  every 500 ft fallen. 
  Normal: You may re-rolled a failed Jump check once 
  every 1,000 ft fallen. 
  Jump School  
  You are a graduate of an elite military airborne school, and 
  are fully qualified for combat jumps. 
  Prerequisite: Jump 4 ranks, Knowledge: physical sciences 
  1 rank 
  Benefit: You are a skilled enough skydiver that you can 
  land gently, and are not stunned during landing. You retain 
  your Dexterity bonus to Defense while dropping, and are 
  not considered flatfooted during a dive. 
  Normal: You are shaken for 1d4 rounds after a parachute 
  landing. You are considered flatfooted while skydiving. 
  HalO Expert  
  High Altitude, Low Opening parachute jumps are among 
  the most dangerous dives to make but are a vital military 
  tactic: they get troops on the ground quickly and stealthy. 
  Prerequisite: Jump School 
  Benefit: When jumping, the DC of your Jump check does 
  not increase for each 1,000 ft beyond 10,000 ft, nor does 
  the DC increase if you open your chute below 1000 ft. 
  You receive a +4 bonus on Fortitude saves made to resist 
  the effects of cold weather or suffocation when making a 
  jump. 
  Normal: The DC of a skydiver’s Jump check increases 
  by +2 for each 1,000 ft beyond 10,000 ft. The DC of 
  the Jump check increases by +5 when opening the chute 
  below 1,000 ft. 
  Speed Drop  
  You use your knowledge of aerodynamics and your para-
  chute’s capabilities to make blindingly fast drops safely. 
  Prerequisite: Jump 8 ranks, Knowledge: physical sciences 
  1 rank
  Benefit: Each round you may choose to descend at double 
  your parachute’s normal descent rate, to a maximum of 90 
  ft of descent per round. You must descend more slowly, at 
  
  Adrenaline Surge
  Page 4
  your parachute’s normal rate of descent, for the last 200 ft 
  of your drop. 
  Chapter Two 
  Skater Stunts: Speed, speed, 
  speed 
  The first time you careen down a steep San Francisco hill-
  side, crouched low on your graffiti styled deck, a katana in 
  one hand and an Uzi in the other, dodging cars, bullets and 
  super villains with equal alacrity, you’ll know why you 
  bothered to max out your ranks in Balance and purchase 
  some skater feats. You want speed? You want daring, agile 
  heroism, flashy stunts and sick tricks? You’re in the right 
  place. 
  Fighting, tricking and staying alive on your skateboard 
  involve a new wrinkle on the Balance skill. A successful 
  DC 15 Balance check while on a board means that you 
  may add your board’s equipment bonus to speed to your 
  movement rate, allowing you to cover incredible distances. 
  Failing a boarding Balance check drops you prone, adja-
  cent to your board. This bonus distance is added to your 
  movement after you determine if you will be moving full 
  speed, half speed, or will be taking a double move action. 
  For example, assuming you have a normal 30 ft move-
  ment rate and are riding a board that grants +10 ft bonus 
  move, and you choose to move half your speed while 
  balancing (15 ft) so not to suffer a penalty, you would 
  move 15 ft plus 10 ft, for a total of 25 ft of distance 
  covered during that round. If you had chosen to move at 
  your full 30 ft rate, you would have suffered a –5 penalty 
  on your Balance check, but moved 40 ft if the check was 
  successful. Had you chosen to charge while balancing, you 
  would have been required to make 3 Balance checks and 
  if successful will have covered almost 80 ft (30 ft base x 2 
  plus 10 ft bonus move x2)!  
  While on your board, you may attempt additional Balance 
  checks to perform special stunts. Failing any of these addi-
  tional checks ends your movement, and drops you prone, 
  adjacent to your board. 
  Speed crouch: By making an initial DC 20 Balance 
  check, you can crouch low, dropping your wind resistance 
  and dramatically increasing your speed for short bursts. 
  You may move up to four times you normal move rate, 
  plus four times your board’s bonus move rate. This is a 
  full round action, and you must make one balance check at 
  a –5 penalty for each multiple of your speed or fraction of 
  your speed you charge. 
  Board Slide: You may kick your board into a barely 
  controlled slide, scraping pavement and dropping low, 
  making it hard for opponents to hit you as you screech by. 
  When using the Total Defense action on your board, if you 
  make a successful DC 22 Balance check, you may add ½ 
  your ranks in Balance (rounded down) as a dodge bonus to 
  Defense.  
  Catch Air: You may make Jump checks while mounted 
  on your board. If you make a successful DC 25 Balance 
  check, you reduce the Jump Check’s DC by the amount 
  you beat the Balance check. Thus if you rolled a total of 
  29 on your Balance check, you would reduce the subse-
  quent Jump check DC by –4. 
  Remember, that for every 10 ft of speed you move greater 
  than 30 ft, you receive a +4 circumstance bonus on your 
  Jump checks, so buy a fast board. 
  Surfing and Snowboarding
  To keep things nice, simple and fast moving, assume 
  that snowboarding and surfing work identically to skate-
  boarding in their environment. Any skater feats you’ve 
  earned work just as well along the coast or high up in the 
  mountains as they do on the asphalt. 
  Board Slam  
  You’ve incorporated your love for skateboarding into your 
  martial arts style, using your deck like an improvised club 
  as often as you use it as a vehicle. 
  Prerequisite: Balance 8 ranks, Spring Attack 
  Benefit:  You’re so shockingly fast that you can kick out 
  your board, slam it hard into an enemy as you pass, and 
  catch the board, all as part of a single seamless action. 
  Once per round, you may make an additional attack, at 
  your highest base attack bonus, against an adjacent enemy 
  in conjunction with your move action. Your board is 
  considered an improvised weapon, inflicting a –4 penalty 
  on the attack roll, and inflicts 1d8 points of damage. 
  Board Shield  
  When things are at their worst, and you’re dodging bullets, 
  you can use your board as a shield in a last ditch effort to 
  save your ass. 
  Prerequisite: Defensive Martial Arts, Mobility, Balance 8 
  ranks
  
  Adrenaline Surge
  Page 5
  Benefit: Once per round, as a free action made in response 
  to an incoming attack, you can attempt a risky DC 25 
  Balance check to twist your body and kick up your board 
  to intercept an incoming physical attack (such as a fist, a 
  sword thrust or a sniper’s bullet), effectively parrying the 
  assault with your board. You must be aware of the attack 
  and not helpless or prevented from moving to use this feat. 
  If the check is successful, the board suffers the attack, 
  possibly negating some damage due to its hardness. If the 
  check fails or if the attack destroys the board, you drop 
  prone. If the Balance check fails, you suffer the effects of 
  the attack normally. 
  You may choose to activate after the attack roll is made 
  but before damage is rolled. 
  Skatemonkey  
  You’re adept at launching into precarious heights on your 
  board, and mix climbing, inverts and spectacular leaps 
  when you need to go over something. 
  Prerequisite: Climb 4 ranks, Balance 8 ranks
  Benefit: If you begin a climb my making a board mounted 
  Jump check to catch a high target, like a hanging fire 
  escape or a ledge, you may add your Dexterity modifier as 
  an untyped bonus to your Climb check. When climbing in 
  conjunction with a board mounted stunts, you may move 
  at full speed (accelerated climbing) without a –5 penalty. 
  Normal: You suffer a –5 penalty when climbing at full 
  speed. 
  Skater Tricks  
  It’s not cheating if it works. You can use your board to 
  trick, trip, baffle, irritate, confuse, humiliate, humble and 
  generally screw over your opponents. 
  Prerequisite: Balance 8 ranks, Improved Trip or Improved 
  Disarm 
  Benefit: While on your board, may make a DC 22 Balance 
  check prior to making any Disarm or Trip attempt. If the 
  check succeeds, you may add the degree of success as an 
  untyped bonus to your next Disarm or Trip attempt. Thus, 
  if you rolled a 24, you would receive a +2 bonus on your 
  next Disarm or Trip attempt. If the Balance check fails, 
  you drop prone beside your board. 
  Wall Grind  
  When you’ve gotta move, you do it fast, with incredible 
  athleticism and come at your opponent from unexpected 
  angles. 
  Prerequisite: Balance 4 ranks, Tumble 4 ranks, Athletic
  Benefit: When you charge on your board, your move-
  ment need not be in a straight line. You may dodge agilely 
  around obstacles, grind on walls, convent rails, incorpo-
  rating a dizzying series of short hops and acrobatic tricks. 
  You still cannot charge through opponents square. 
  Normal: You can only use the charge action when moving 
  in a straight line. 
  Chapter Three 
  Sanctuary: City of Secrets 
  Feats 
  Arresting Images  
  The artist is a master of choosing images that stop viewers 
  dead in their track, and have an emotional resonance that 
  persists long after the page is turned; the dance ends or the 
  tale is told. 
  Prerequisites: Wisdom 13, Charisma 15, Perform (any) or 
  Craft: Visual Art 12 ranks
  Benefit: Any time the artist critically succeeds at a 
  Perform (any) or Craft: Visual Art check, the extraordinary 
  image created is ‘imbued’ with extra emotional punch. 
  Anyone viewing the performance/image or hearing the 
  tale must make a Will save (DC 12 + the artist’s Charisma 
  modifier) or be emotionally affected by the piece. The 
  effect lasts for a number of minutes after viewing the 
  image equal to twice the artist’s Charisma modifier. 
  The artist chooses when he takes the picture whether he 
  wants the image to inspire or horrify viewers. 
  An inspiring picture grants a +2 morale bonus on Will 
  saves and attack rolls for the duration. A horrifying picture 
  leaves the viewer shaken for the duration of the effect. 
  Once a picture’s effect is chosen, it cannot be changed. 
  An audience member can willingly fail the save to benefit 
  from the positive effects of an inspiring picture. The artist 
  has no control over who sees an image once it’s published; 
  all enemies and allies who see the image are affected. 
  Once a character is affected by this feat, he or she can’t be 
  affected again by the same photograph or artwork for 24 
  hours. This is a non-magical, mind influencing effect. 
  
  Adrenaline Surge
  Page 6
  Gym Rat 
  You live in the gym, train constantly, sacrifice much all to 
  sculpt your physique into a thing of hard, chiseled perfec-
  tion. 
  Prerequisite: Strength 15+, Athletic, Iron Will 
  Benefit: You may add your Strength modifier as an 
  untyped bonus to all Diplomacy checks made against 
  someone who would find you sexually attractive, and on 
  all Perform (dance) and Profession (bodybuilder, athlete or 
  similar) checks. 
  Blackmail  
  Nobody wants you angry, because they’re afraid of what 
  you know, and what you’ll say. 
  Prerequisite: Deceptive, Knowledge: streetwise 4, current 
  events 1 
  Benefit: You know a little bit of dirt on virtually everyone, 
  from shady business deals to undiscovered murders and 
  sexual misadventures. Once per day, you may add your 
  ranks in Intimidate to any Gather Information, Research, 
  Knowledge: streetwise or Diplomacy check. 
  You may also call in a major favor by spending an action 
  point. Doing so enables you to call upon a pliable black-
  mail target. Using the target’s resources, you may add ¼ 
  your ranks in Intimidate to your Wealth Bonus for a single 
  purchase. However, doing so frees one of your contacts 
  from his or her obligation to you. Each time you use this 
  ability, you lose one rank in Knowledge: streetwise, repre-
  senting the loss of a potential information stream. Using 
  this ability takes 24 to 48 hours, at the game master’s 
  discretion. 
  Clean ID  
  You’ve prepared for the day the cops kick down your 
  door looking for you, and you have a false identity with 
  a meticulously created paper trail waiting for you to take 
  shelter under.
  Prerequisite: Knowledge: streetwise 8 ranks, Forgery 8 
  ranks, Meticulous
  Benefit: At any time, you may choose to abandon your 
  original identity and assume a different legal identity. The 
  new ID has no criminal record, a Reputation bonus and 
  a Wealth bonus equal to your original identity’s minus 
  1d4+1 points, and according to mundane governmental 
  and financial records is an ordinary, working class citizen. 
  All Gather Information, Research and Investigate checks 
  made to conclusively link your clean ID to your original 
  identity suffer a –10 circumstance penalty. 
  Special: You can select this feat multiple times. Each time 
  you do so, you establish another clean identity. Each time 
  you change identities, the investigatory checks to find your 
  true identity becomes –10 points more difficult. 
  Hard Landing  
  You’re tough and lucky enough to survive impacts that 
  would splatter anyone else. 
  Benefit: Any time you suffer falling damage, or damage 
  from a vehicular collision, you may spend an action point 
  to transform the damage from lethal damage into subdual 
  damage. You may activate this ability after the fall’s 
  damage is rolled, allowing you to save your luck for when 
  you need it most. 
  Improved Cornering  
  You know how to lean into turns, shifting your body 
  weight to pull off quick turns and amazingly nimble 
  maneuvers on your bike. 
  Prerequisite: Balance 4 ranks, Vehicle Expert 
  Benefit: You may add your ranks in Balance as a compe-
  tence bonus on all Drive checks made to control a motor-
  cycle. 
  Special: You may only use this feat when piloting a bike, 
  motorcycle or similar futuristic vehicle. 
  Lawmaker  
  You are one of America’s political elite, and your words 
  carry great weight with the powers that be. 
  Prerequisite: Membership in a political group, 
  Knowledge: civics 8 ranks, Knowledge: business 4 ranks, 
  Trustworthy 
  Benefit: You are an appointed member of a democratic 
  or quasi-democratic governmental body (such as the 
  state or national Senate, a city council, Congress), or a 
  powerful mercantile group (trade commissions, profes-
  sional licensing boards, unions, and so on). You have 
  the authority to vote on new laws, address the assembly, 
  and campaign for advancement within the body. When 
  discussing matters of politics, you receive a +2 compe-
  tence bonus on Bluff and Diplomacy checks. 
  Limitations: The power and utility of this feat is largely 
  subject to GM interpretation. Acting against the interests 
  
  Adrenaline Surge
  Page 7
  of your political patron may result in expulsion from poli-
  tics, or worse. Depending on the nature of the political 
  body you serve in, your appointment may be for life, or 
  you may be subject to periodic elections or recall/no confi-
  dence votes. 
  Special: You may select this feat multiple times. Each 
  time you do so, it applies to a different faction. You may 
  also choose to apply this feat to the same faction multiple 
  times. Each time you do so, your prestige within that orga-
  nization increases, and the Bluff and Diplomacy bonuses 
  granted by the feat stack. 
  Meaningful Ink  
  There’s a flag sewn into your skin. You tattoos tell the 
  world who you are, what you stand for, and you draw 
  strength and courage from them. 
  Benefit: You’ve been extensively tattooed, marked with 
  designs that have deep personal meaning for you. Your 
  tattoos grant one of the following the following morale 
  bonuses: 
   •  +2 morale bonus on Diplomacy and Gather 
  Information checks against anyone sharing your alle-
  giance. 
   •  +2 morale bonus to any Perform checks made against 
  anyone sharing your allegiance. 
   •  +2 bonus on melee attack damage rolls against anyone 
  directly opposed to your allegiance
   • +1 morale bonus to Defense 
  Drawback: Anyone seeing your highly detailed, wide 
  reaching tattoos may attempt a DC 12 Knowledge check 
  (the type determined by the GM based on the type of affili-
  ation you claim). Success means the viewer easily knows 
  the allegiance your tattoos represent. If you select this feat 
  multiple times, each time the check DC decreases by 2 
  points. 
  Special: You may select this feat multiple times. Each time 
  you do so, the feat and its benefits apply to a particular 
  allegiance. Your allegiances cannot be in obvious conflict. 
  You may choose a different benefit each time, or select 
  the same benefit multiple times, in which case the effects 
  stack. 
  Retained Council  
  You’ve got a law firm, bondsmen and corporate law 
  specialists on retainer, ready to come to your defense with 
  only a single phone call. 
  Benefit: You reduce the Purchase DC of any legal services 
  or bail bonds by 5 points, allowing you to find and retain 
  highly skilled attorneys at a reasonable cost. You attorneys 
  will begin acting on your behalf, to arrange bail or make 
  preliminary arguments in a case you bring within 1d4 
  hours of being contacted.  
  Stunt Riding  
  You’re a skilled enough rider that you can twist around in 
  the saddle to evade incoming attacks. 
  Prerequisite: Drive 4 ranks 
  Benefit: By making a DC 15 Drive check each round, you 
  can shift into a defensive position on your bike, claiming 
  ¼ cover from your vehicle. For every five points your 
  Drive check beats the DC by, the cover provided increases 
  by one step, to a maximum of ¾ cover. 
  Normal: A motorcycle provides no cover to its rider. 
  Tagger  
  There’s not a wall, freeway overpass or train car safe from 
  your spray cans and sense of style. 
  Prerequisite: Craft: visual arts 1 rank 
  Benefit: You receive a +2 bonus on all Craft: visual arts 
  and Hide checks. You may produce a piece of art in half 
  the normal time. 
  Union Negotiator  
  Your skills as a labor leader and reputation as a champion 
  of worker’s rights gives you a powerful voice in local poli-
  tics. 
  Prerequisite: Union membership, Craft or Profession 
  (any) 8 ranks 
  Benefit: When addressing members of your union, their 
  allies, or any member of your profession or professional 
  organization, you may add half (1/2) your ranks in the 
  appropriate Craft or Profession skill to any Diplomacy, 
  Gather Information and Sense Motive checks. 
  Special: If you are a member of multiple unions, you may 
  select this feat multiple times. Each time you select this 
  feat, it applies to a different union and worker population. 
  Wheelie  
  With the right hand at the wheel, vehicle can kick up onto 
  its wheels and take a long, dangerous thrill ride. 
  Prerequisite: Drive 4 ranks 
  Benefit: You may pop wheelies or perform other 
  dangerous vehicle stunts. Popping a wheelie requires a 
  
  Adrenaline Surge
  Page 8
  DC 18 Drive check. If successful, the driver can trade 
  maneuverability for defense, shielding the passenger 
  compartment with the more heavily armored underbody. 
  The driver can reduce the vehicle’s Maneuver bonus by up 
  to –4, increasing the vehicles armor bonus to Defense by 
  +2 points per every point of Maneuver bonus sacrificed 
  (maximum –4/+8 trade). 
  Special: By changing the prerequisite from Drive 4 
  ranks to Pilot 4 ranks, this feat becomes the Defensive 
  Dogfighting feat, which operates identically but which 
  applies to aircraft. 
  Chapter Four
  Gear, Gear and More Gear
  Assume that any parachute can safely carry the skydiver 
  and the amount of additional gear listed in the chute’s 
  description. Each additional 20 lbs of gear increases the 
  Jump check DC by +1. 
  Ejection Parachute: This brilliantly colored round canopy 
  parachute is compact and designed for emergency use, not 
  stunts or combat jumping. It’s durable and high visibility, 
  and is a common fixture on commercial aircraft. Ejection 
  chutes are often worn as backup chutes on most parachute 
  rigs. 
  Military Parachute: The US military and other nations 
  use a variety of square canopy chutes designed for safe, 
  fast descents and superb maneuverability. These parachutes 
  are designed for low visibility, incorporate multiple redun-
  dant systems and are relatively lightweight. Unfortunately, 
  they tend to be prohibitively expensive and relatively diffi-
  cult to find. 
  Parachute, standard: A standard parachute is designed 
  with the avid sky diver in mind, and comes in a variety 
  of colors and styles. Most standard parachutes are silk, 
  and Kevlar, and are designed to be easy for even a novice 
  jumper to operate safely. Sporting goods stores and jump 
  schools across the country sell a variety of ‘civilian’ model 
  parachutes. 
  Table: Parachutes 
   
   
   
   
   
  Purchase 
  Falling 
  Equipment Bonus
  Parachute 
  Size 
  Weight 
  DC 
  Restriction 
  Cargo 
  Speed 
  on Jump Checks
  Ejection Parachute 
  Small 
  7 lbs 
  14  
  - 
  5 lbs  
  20 ft  
  +0 
  Military Parachute 
  Large 
  30 lbs 
  18  
  -  
  75 lbs 
  30 ft  
  +1 
  Standard Parachute 
  Large  
  25 lbs  
  16 
  - 
  20 lbs 
  30 ft  
  +0 
  Showman’s Parachute 
  Large 
  25 lbs 
  17 
  - 
  20 lbs 
  50 ft  
  +2 
  Special Ops Parachute 
  Medium 
  15 lbs 
  21 
  +2  
  75 lbs 
  40 ft   
  +4 
  Tandem Parachute 
  Large 
  50 lbs 
  19  
  - 
  200 lbs 
  20 ft  
  +1
  Table: Boards & Equipment 
    
   
   
  Purchase  
   
  Hardness/  
  Bonus
  Board  
  Size 
  Weight 
  DC  
  Restriction Hit Points  
  Movement
  Deck colors 
  - 
  - 
  12-14 
  - 
  - 
  -
  Grip-tack 
  - 
  - 
  2  
  - 
  - 
  -
  Skateboard, cheapie 
  Small 
  3 lbs 
  4 
  - 
  2/5  
  +10 ft 
  Skateboard, competition 
  Small 
  3 lbs  
  14 
  - 
  3/10  
  +15 ft 
  Skateboard, wipeout 
  Small 
  4.5 lbs  
  10  
  - 
  5/10  
  +10 ft 
  Snowboard 
  Medium 
  10 lbs  
  10  
  - 
  4/10  
  +15 ft (snow only) 
  Snowboard, pro-grade 
  Large  
  15 lbs  
  14  
  - 
  4/15  
  +20 ft (snow only) 
  Surfboard 
  Large 
  15 lbs  
  13 
  - 
  4/10  
  +10 ft (water only) 
  Surfboard, custom 
  Large 
  15 lbs 
  16-18 
  - 
  4/15  
  +15 ft (water only) 
  Surfboard, shortboard 
  Medium 
  8 lbs  
  14 
  - 
  3/10  
  +10 ft (water only) 
  Specialty Wheels (any style)  
  Fine  
  0.5 lbs/set 
  4 
  - 
  - 
  -
  Surf rack  
  Large  
  25 lbs  
  11 
  -  
  - 
  -
  Surfer’s wetsuit 
  Medium 
  3 lbs  
  12 to 14  
  -  
  - 
  -
  
  Adrenaline Surge
  Page 9
  Showman’s Parachute: This colorful silk and Kevlar 
  canopy parachute is designed for use in airshows, for use 
  by skilled professional stuntmen. These square parachutes 
  offer excellent control, but are not designed for especially 
  rapid descents. Like standard parachutes, these chutes are 
  widely available across the country. 
  Special Operations Parachute: These black and grey 
  Kevlar and silk round chutes are designed specifically for 
  risky night drops into hostile territory, and are designed 
  for speed, safety and reliability. These fine parachutes are 
  difficult to obtain legally. 
  Tandem Parachutes: These exceptionally durable and 
  heavy parachutes are used to train new skydivers. They 
  have unmatched cargo capacity, which allows a dive 
  instructor to bring a new diver along for the ride without 
  risking safety. 
  Cheapie Board: Undecorated, low quality mass produc-
  tion boards made from high impact plastic and laminated 
  wood can be found in sporting goods stores and malls 
  across the country. They’re good starter boards, cheap 
  enough for young skaters to afford, but lack the agility of 
  higher quality boards. 
  Competition Board: Hand crafted, well balanced boards 
  are used by semi-pro and professional skateboarders, as 
  well as true enthusiasts. These colorful, stylish decks are 
  more durable and agile than cheapie models. 
  Wipeout Board: These heavy, durable wood and poly-
  carbonate boards can take incredible punishment, making 
  them perfect for risk seeking skaters. 
  Snowboard: Slick bottomed plastic and graphite, snow-
  boards range from short decks that resemble wheel-
  less skateboards to longer, surf-board styled boards. 
  Commercially snowboards are widely available. 
  Snowboard, pro-grade: A professional grade snowboard 
  is balanced and designed to Olympic standards, highly 
  durable and designed for amazing downhill speed. 
  Surfboard: Modern surfboards are made of highly 
  polished polycarbonate with lighter weight and better 
  balance than early wooden boards. Durable and extremely 
  agile, most boards are covered in colorful designs and 
  manufacturer’s logos. All surfboards, regardless of manu-
  facturer are naturally buoyant, and can support up to 200 
  lbs on the water’s surface. 
  Surfboard, shortboard: These smaller surfboards are 
  designed for petite athletes: women, young surfers just 
  learning the art, or any smaller than average humanoid. 
  Any small or medium humanoid less than 110 lbs receive 
  a +1 equipment bonus on Balance checks when riding a 
  shortboard. Conversely, anyone Medium sized over 111 lbs 
  suffers a –1 penalty on all Balance checks on this short-
  board. 
  Surfboard, custom: Unlike mass production boards, these 
  works of art are usually hand cut, sanded to perfection, 
  and decorated with unique, hand painted designs. These 
  amazing boards have superior balance, granting the surfer 
  a +2 equipment bonus on all Balance and Swim checks 
  made with the board. 
  A board carver can handcraft a custom surfboard with 
  a DC 22 Craft (visual arts) check, but must know the 
  surfer’s weight and proportions. If the carver doesn’t know 
  this, the check DC increases by +1d6. Handcrafting a 
  custom board requires at least 40 hours of work. 
  Surf rack: A metal and plastic frame bolted to the roof 
  of an automobile allows a surfer to carry up to four surf-
  boards with ease. 
  Surfer’s wetsuit: A body hugging neoprene bodysuit, 
  available in a wide variety of styles and a rainbow of 
  colors keeps the surfer comfortable in the often chilly 
  Pacific waters and protects against jagged reef edges. A 
  surfer’s wetsuit grants the wearer a +1 equipment bonus on 
  Fortitude saves made to resist the effects of cold weather. 
  Specialty wheels: Most skaters heavily modify their 
  boards, changing out wheels, pinions and reinforcing 
  the frame to pull off even more daring tricks. Hundreds 
  of different brand name wheels and pinions are avail-
  able. Replacing a board’s wheels requires a DC 8 Craft: 
  mechanical check, and around an hour of work. Only one 
  type of specialty wheels can be attached to a board at any 
  time. 
   •  Instinctive: Instinctive wheels give the skater an 
  instinctive feel for the board, increasing balance and 
  precision. These wheels grant the skater a +2 equip-
  ment bonus on Balance checks while skating. 
   •  Rumblers: Heavy gauge wheels increase the board’s 
  speed and ability to handle rough terrain. The board’s 
  bonus movement rate is increased by +5 ft. 
   •  Slicks: A favorite of trick skaters, these smooth, nearly 
  frictionless wheels make catching air even easier. 
  These wheels grant a +2 equipment bonus on all Jump 
  checks made while skating. 
  Deck colors: Boards can be works of art, hand painted 
  and covered with stickers and memories. If your deck is 
  custom decorated, and the deco somehow confirms to your 
  alliances and world view, you receive a +1 morale bonus 
  on all Balance and Jump checks made with that deck. 
  
  Adrenaline Surge
  Page 10
  Custom decoing a board requires a DC 15 Craft: visual 
  arts check, and at least 8 hours of work. 
  Grip-tack: Sandpapery adhesive pads can be glued to the 
  surface of any board, giving the wearer superior balance. 
  The skater receives a +1 equipment bonus on Balance 
  checks. No Craft check is required to add or remove grip-
  tack tape, just a full round action worth of effort.  
  Dive Fins: A set of latex flippers helps a swimmer move 
  quickly and agile under water. A pair of dive fins grants 
  the swimmer a +2 equipment bonus on Swim checks. 
  Dive Watch: Most suffers and divers wear a specially 
  made watch, waterproof to 100 meters, with lighted, easy 
  to read displays, oxygen supply readout and integrated 
  compass. 
  SCUBA gear, hobbyist: Most SCUBA equipment is 
  designed and sold with the hobbyist in mind, and is avail-
  able at any dive shop, sporting goods store or specialty 
  retailers. A standard ‘civilian’ SCUBA system includes a 
  rebreather, oxygen/nitrogen gas mixture and is rated for up 
  to a 30 meter (90 ft) descent. Civilian SCUBA units carry 
  a three hour oxygen supply. 
  SCUBA gear, professional:  A larger air supply and better 
  oxygen pressurization system allows anyone wearing 
  this bulky, expensive SCUBA system to dive deeper and 
  stay down longer. This gear is designed with underwater 
  construction, search and rescue and military applications 
  in mind, and is rated for up to a 50 meter (150 ft) descent. 
  Professional grade SCUBA gear carries a five hour oxygen 
  supply. 
  Ultralight Gliders: Non powered gliders are a popular toy 
  for the rich and for thrill seekers. Towed from a ground 
  vehicle, or launched from a precipice, gliders can only stay 
  airborne for short hops, but provide their pilots with an 
  exhilarating ride. 
  These extremely long winged, plastic and polycarbonate 
  vehicles have bubble canopies for maximum visibility. 
  Instead of powered flight, the glider descends gracefully. 
  For every 10 ft of distance fallen, the glider can move 
  horizontally 100 ft. A gilder’s pilot can make a Piloting 
  check (DC 12+1d10) in order to catch an updraft; if 
  successful the pilot gains 10 ft of altitude. A pilot can re-
  roll a failed check to catch up an updraft once per round. 
  Ultralight Glider: 
  Crew: 1 
  Passengers: none 
  Cargo Space: 50 lbs 
  Initiative Penalty: -2 
  Maneuver Penalty: -2 
  Top Speed: 95/9 
  Defense: 10 
  Hardness: 2 
  Hit Points: 25 
  Size: G 
  Purchase DC: 24 
  Restriction: Licensed (+1) 
  Hang Glider: Hang gliding and parasailing are popular 
  sports for adventurous athletes. Hang gliders are usually 
  launched from a precipice, or towed behind a boat before 
  being launched clear. Like ultralights, hang gliders can 
  only remain airborne for brief periods. 
  Hang gliders can be collapsed for easy storage, and can 
  easily be stowed in a trunk. Collapsing or reassembling 
  a hang glider requires 10 minutes of work; a successful 
  Craft: mechanical check (DC 12) cuts that time in half. 
  Instead of powered flight, the glider descends gracefully. 
  For every 10 ft of distance fallen, the glider can move 
  horizontally 100 ft. A gilder’s pilot can make a Piloting 
  check (DC 12+1d10) in order to catch an updraft; if 
  successful the pilot gains 10 ft of altitude. A pilot can re-
  roll a failed check to catch up an updraft once per round. 
  Hang Glider  
  Crew: 1 
  Passengers: none
  Cargo Space: none  
  Initiative Penalty: -2 
  Maneuver Penalty: -2 
  Table: Diving Equipment  
  Object 
  Size 
  Weight  
  Purchase DC  
  Restriction 
  Dive fins 
  Tiny 
  0.5 lb 
  5 
  - 
  Dive Watch 
  Fine 
  0.25 lb 
  8  
  - 
  SCUBA gear, hobbyist 
  Medium 
  25 lbs 
  15  
  - 
  SCUBA gear, professional 
  Medium 
  40 lbs  
  18  
  - 
  
  Adrenaline Surge
  Page 11
  Top Speed: 95/9 
  Defense: 10 
  Hardness: -  
  Hit Points: 15 
  Size: L (size M collapsed) 
  Purchase DC: 14 
  Restriction: -  
  Diver’s Drag Sled: A SCUBA diver can use one of these 
  manta-ray shaped light vehicles to cover great distances 
  while submerged. Several water sports manufacturers 
  produce drag sleds, each with their own distinct design 
  flourishes, but all drags are compact devices propelled by 
  an internal motor or internal cavitations engine, and most 
  include a high intensity halogen flood light (illuminates a 
  line 90 ft long, and 30 ft wide). Some underwater photog-
  raphers mount a waterproof camera to the sled. 
  The diver is dragged along behind the engine, controlling 
  the vehicle by shifting body weight more than through 
  using the motorcycle styled controls. 
  Driver’s Drag Sled
  Crew: 1 
  Passengers: none 
  Cargo Space: 100 lbs 
  Initiative Penalty: -2 
  Maneuver Penalty: +0 
  Top Speed: 30/3 
  Defense: 10 
  Hardness: -  
  Hit Points: 15 
  Size: L (size M collapsed) 
  Purchase DC: 14 
  Restriction: -  
  Sport Moped: Mopeds are popular among city dwellers, 
  being much more agile, fuel efficient and compact than 
  even the smallest car. As gas prices rise, these colorful 
  scooters become more and more popular. Mopeds are 
  slightly more stable than motorcycles, and in many juris-
  dictions can be operated without a license, making them 
  popular among high school and college students. 
  Like a motorcycle, you can mount or dismount a moped as 
  a free action. A moped provides no cover to its occupants. 
  Sport Moped 
  Crew: 1 
  Passengers: 1 (reduces maximum speed to ¾ unloaded 
  speeds)
  Cargo Space: 60 lbs 
  Initiative Penalty: -1  
  Maneuver Penalty: +1 
  Top Speed: 95/9 (or 70/7 with one passenger)  
  Defense: 10 
  Hardness: 5
  Hit Points: 18 
  Size: M 
  Purchase DC: 20
  Restriction: -  
  Chapter Five
  Sanctuary: City of Secrets 
  New Classes 
  The Skater Royalty Advanced 
  Class 
  Half pipes and abandoned swimming pools… the rails 
  lining high school stairs….. the ache in your legs, the 
  sweat pouring down your back as you leap sunward, 
  the pain of broken ankles and sprained wrists, the joy of 
  finally pulling of some trick you’d only seen the greatest 
  skater ever pull off. These things are your world. If you’re 
  on your board and the Sanctuary: City of Secrets sun is 
  shining down on you, if you’re racing downhill with your 
  homies in tow, than life is good. Nothing else matters 
  except the speed, the thrill, except you and your board. 
  Most skate punks dream of being Tony Hawk when they 
  grow up, but few ever get there. You did. You’re faster 
  and more agile than the kids you came up with, luckier 
  or more charismatic, and you somehow turned a child-
  hood obsession into a career. You marked the transition 
  into fame, fortune and the celebrity life just like you mark 
  every other day: by getting on the board and pulling some 
  tricks….. of course spending some of your endorsement 
  money on some nice tats or some new gear isn’t a bad a 
  bad idea either. 
  The fastest way into the Skater Royalty Advanced Class is 
  through the Fast hero basic class, though other paths are 
  possible. They just have to work a bit harder and hit their 
  ass on the half pipe a few more times before they make it 
  big. 
  Requirements: 
  To qualify to become Skater Royalty, a character must 
  fulfill the following criteria. 
  Base Attack Bonus: +3
  
  Adrenaline Surge
  Page 12
  Skills: Balance 8 ranks, Jump 8 ranks, Tumble 4 ranks 
  Feats: Acrobatic, Mobility 
  Class Information 
  The following information pertains to the Skater Royalty 
  advanced class. 
  Hit Die
  The Skater Royal gains d10 hit points per level. The char-
  acter’s Constitution modifier applies. A professional skater 
  might look like a lanky, undisciplined mass of tattoos and 
  old bruises, but is a champion athlete and one of the most 
  agile and coordinated humans on the planet. 
  Action Points 
  The Skater Royalty gains a number of action points equal 
  to 6 + one-half of his character level, rounded down every 
  time he attains a new level in this class. 
  Class Skills 
  The Skater Royalty‘s class skills are as follows. 
  Balance (Dex), Bluff (Cha), Climb (Dex), Computer Use 
  (Int), Concentration (Con), Craft (mechanical, visual 
  art) (Int), Drive (Dex), Escape Artist (Dex), Gamble 
  (Cha), Gather Information (Cha), Hide (Dex), Jump 
  (Str), Knowledge (current events, popular culture, street-
  wise, technology) (Int), Perform (any) (Cha), Read/write 
  Language Ride (Dex), Sleight of Hand (Dex), Speak 
  Language, Spot (Wis), Treat Injury (Wis),  Tumble (Dex)
  Skill Points at Each Level: 5 + Intelligence Modifier 
  Class Features
  Bonus Feats: At 4th, 6th and 8th level, the Skater Royal 
  receives a bonus feat, which must be chosen from the 
  following list. 
  Archaic Weapons Proficiency, Base Jumper, Board Slam, 
  Board Shield, Brawl, Combat Reflexes, Defensive Martial 
  Arts, Hard Landing, Heroic Surge, Improved Damage 
  Threshold, Improved Initiative, Improved Trip, Lightning 
  Reflexes, Meaningful Ink, Pierced*,  Renown, Run, 
  Skatemonkey, Skater Tricks, Tattooed*, Tagger, Two 
  Weapon Fighting, Wallgrind, Weapon Finesse, Windfall
  * Modern magic campaigns only, originally presented in 
  Covert Ops Feats 2, Devil’s Workshop
  Adrenaline Rush (EX): Desire and will can push past 
  pain and exhaustion, allowing you to do things that others 
  only watch on ESPN. At 5th level, a Skater Royal can 
  temporarily increase one of his physical ability scores (Str, 
  Dex or Con). He must spend 1 action point and increases 
  the selected attribute by 1d4+1 points. The increase lasts 
  for a number of rounds equal to his Skater Royalty class 
  level. At the end of the duration, the Skater Royal is 
  fatigued for 1d4+1 rounds. 
  At 8th level, the Skater Royal can temporarily increase 
  any two physical ability scores by 1d4+1 points, or can 
  increase one chosen score by 1d8+1 points. At the end 
  of the duration, the Skater Royal is fatigued for 1d6+2 
  rounds. 
  California Days (EX): All skaters long for those perfect, 
  hot clear days where the concrete is just begging to be 
  Skater Royality
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +1 
  +2 
  +0 
  Champion Friction,  Springer  
  +1 
  +1
  2nd 
  +1 
  +2 
  +3 
  +0 
  Slamdance, Bonus Feat  
  +1 
  +1
  3rd 
  +1 
  +2 
  +3 
  +1 
  California Days  
  +2 
  +1
  4th 
  +2 
  +2 
  +4 
  +1 
  Bonus Feat  
  +2 
  +2
  5th 
  +2 
  +3 
  +4 
  +1 
  Adrenaline Rush  
  +3 
  +2
  6th 
  +3 
  +3 
  +5 
  +2 
  Bonus Feat  
  +3 
  +2
  7th 
  +3 
  +4 
  +5 
  +2 
  Champion Friction II  
  +4 
  +3
  8th 
  +4 
  +4 
  +6 
  +2 
  Adrenaline Rush II, Bonus Feat  
  +4 
  +3
  9th 
  +4 
  +5 
  +6 
  +3 
  Muscle Motion  
  +5 
  +3
  10th 
  +5 
  +5 
  +7 
  +3 
  Painless  
  +5 
  +4
  
  Adrenaline Surge
  Page 13
  tested. The Skater Royalty gains a +2 morale bonus on 
  Defense and all Strength or Dexterity based skills on any 
  sunny clear day where the temperature climbs past the 70s. 
  The Skater Royal must be outside and able to see the sky 
  to gain the benefit of this morale bonus. 
  Incidentally, the Skater Royalty also receives a +4 bonus 
  on all Fortitude saves made to resist the effects of hot 
  weather. 
  Champion Friction (EX): Skater Royalty quickly figures 
  out the right stances to get maximum performance out of 
  their boards. Skater Royals may add +5 additional ft of 
  bonus movement to any board they’re on. Thus, if a Skater 
  Royal was riding a cheapie board which normally grants 
  +10 ft bonus move, he’d receive +15 ft worth of bonus 
  move. 
  At 7th level, the Skater Royal gains +10 ft of bonus move 
  from any board he’s riding. 
  Muscle Motion (EX): On their boards or off, champion 
  skaters are one thing above all: FAST. Once per day, the 
  Skater Royal can dramatically increase his base movement 
  rate. When this ability is activated, Skater Royal chooses 
  to receive either a +15 ft improvement to his base move-
  ment rate, or a +10 ft improvement to his base movement 
  rate and a +1 dodge bonus to Defense. This bonus stacks 
  with the Fast hero’s increased speed talent tree, as well as 
  supernatural and mundane effects that increase speed. 
  The Skater Royalty can maintain the sprint for a number 
  of rounds equal to his class level. When the duration ends, 
  he is fatigued for 1d4+1 rounds. 
  Painless (EX): By the time he’s reached 10th level, most 
  Skater Royals have broken every bone in their body at 
  least once or twice. Highly experienced Skater Royals 
  become immune to subdual damage.
  Slamdance (EX): Starting at 2nd level, a Skater Royal can 
  use their board as a weapon. When making a charge on his 
  board, a Skater Royal can deliver a devastating leap attack 
  that’s part Kung-Fu, part NFL tackle and all 100% pure 
  streetfighting nasty. There’s something really satisfying 
  about kissing somebody’s skull with your board. At the 
  end of the charge, the Skater Royal adds his class level as 
  a bonus to damage he deals with an unarmed strike. 
  Springer (EX): If a skater ever tastes pavement, he gets 
  right back up again. A Skater Royal can stand up from a 
  prone position as a free action. 
  The Stunt Double Advanced 
  Class 
  Sex, money, fake blood packs and explosions. You came to 
  Hollywood; it’s every bit as cool as you imagined it would 
  be. You’ve got the greatest job in the world: you get to 
  dress up like a superhero, punch guys through walls, crash 
  cars, set stuff on fire, blow things up and shoot more types 
  of guns in a week than most soldiers do in a life time. As 
  a Stunt Double, you’re faster, stronger and more charming 
  than just about any other hero, and thanks to a little movie 
  magic, you can pull off some outstanding feats. 
  The fastest path to the Stunt Double Advanced Class is 
  through the Tough Hero basic class, though other paths are 
  possible. 
  Requirements: 
  To qualify to become a Stunt Double, a character must 
  fulfill the following criteria. 
  Base Attack Bonus: +4
  Skills: Drive 4 ranks, Intimidate 4 ranks, Knowledge: 
  popular culture 2 ranks, Perform: act 1 rank 
  Feats: Confident 
  Reputation: +1 
  Special: Before becoming accepted as a stunt performer, 
  the wanna-be must have performed in at least one movie, 
  either as a lead performer or as a stunt double. Being an 
  extra or a face in the crowd doesn’t count. 
  Class Information 
  The following information pertains to the Stunt Double 
  advanced class. 
  Hit Die
  The Stunt Double gains d10 hit points per level. The 
  character’s Constitution modifier applies. Anyone making 
  a career out of being an action hero needs to be fit, healthy 
  and as good looking as modern medicine allows. 
  Action Points 
  The Stunt Double gains a number of action points equal 
  to 6 + one-half of his character level, rounded down every 
  time he attains a new level in this class. 
  
  Adrenaline Surge
  Page 14
  Class Skills 
  The Stunt Double’s class skills are as follows. 
  Balance (Dex), Bluff (Cha), Climb (Str), Craft (chemical, 
  structural, visual art) (Int), Demolitions (Int), Disguise 
  (Cha), Drive (Dex), Escape Artist (Dex), Handle Animal 
  (Cha), Intimidate (Cha), Jump (Str), Knowledge (art, busi-
  ness, current events, physical science, popular culture, 
  technology) (Int), Perform (act) (Cha), Pilot (Dex), 
  Profession (blue collar or entertainment related) (Wis), 
  Read/Write Language, Ride (Dex), Sleight of Hand (Dex), 
  Swim (Str), Tumble (Dex)
  Skill Points at Each Level: 5 + Intelligence Modifier 
  Class Features: 
  Bonus Feats: At 4th, 6th and 8th level, the Stunt Double 
  receives a bonus feat, which must be chosen from the 
  following list. 
  Air Dance, Archaic Weapons Proficiency, Base Jumper, 
  Brawl, Combat Reflexes, Defensive Martial Arts, Force 
  Stop, Hard Landing, Heroic Surge, Improved Cornering, 
  Improved Damage Threshold, Improved Feint, Improved 
  Initiative, Improved Trip, Knockout Punch, Lightning 
  Reflexes, Renown, Stunt Riding, Two Weapon Fighting, 
  Vehicle Expert, Vehicle Dodge, Weapon Finesse, Windfall, 
  Wheelie 
  Cool Head (EX): Explosions, gunshots, car crashes, 
  beautiful naked women, ugly naked women, monsters 
  of a dozen kinds, robots, aliens, smoke, noise, chaos…. 
  its all just a day at the office for the Stunt Double. If the 
  Stunt Double is ever stunned, shaken, blinded, deafened or 
  nauseated, he may spend an action point to cut the dura-
  tion of the effect in half. 
  Crash Expert (EX): What good is a movie without a 
  car chase? Stunt Doubles make excellent combat drivers, 
  capable of teasing every erg of power out of the engine 
  and surviving crashes that should’ve killed them. When 
  the Stunt Double is involved in a collision, he reduces 
  the collisions damage die type by one ‘step’ (from d12 to 
  d8, d8 to d6, and so on), as if his vehicle were traveling 
  slower than it actually was. This bonus applies only to the 
  Stunt Double, not to any passengers or anyone in the other 
  vehicle. 
  The Stunt Double gains a +2 bonus on all Drive and Pilot 
  checks. 
  Hollywood Punch (EX): The Stunt Double trains exten-
  sively, and is usually a master of several martial arts 
  styles, and though they’re more concerned with looking 
  good during a fight than winning, they make surprisingly 
  effective fighters, on and off camera. A Stunt Double can 
  swap out punches, kicks, attacks with any part of his body. 
  There is no such thing as an off hand attack for a Stunt 
  Double when striking unarmed. The Stunt Double may 
  make unarmed attacks even when his hands are full or 
  bound. 
  The Stunt Double’s unarmed attacks deal more damage 
  than a normal person’s. A first level Stunt Double deals 
  1d6 points of damage with an unarmed strike. At 6th level, 
  the damage increases to 1d8, and increases again to 1d10 
  points at 10th level. 
  Movement Mimic (EX): Matching a star’s body language 
  and movement pattern exactly allows the Stunt Double to 
  StuNt DouBle
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +1 
  +1 
  +0 
  Stage Fight, Hollywood Punch  (1d6)  
  +1 
  +1
  2nd 
  +1 
  +2 
  +2 
  +0 
  Movement Mimic or Cool Head  
  +1 
  +1
  3rd 
  +1 
  +2 
  +2 
  +1 
  Pyro Expert  or Crash Expert  
  +2 
  +1
  4th 
  +2 
  +2 
  +2 
  +1 
  Bonus Feat  
  +2 
  +2
  5th 
  +2 
  +3 
  +3 
  +1 
  Stage Fight II  
  +3 
  +2
  6th 
  +3 
  +3 
  +3 
  +2 
  Hollywood Punch (1d8), Bonus Feat  
  +3 
  +2
  7th 
  +3 
  +4 
  +4 
  +2 
  Rise to the Occasion  
  +4 
  +3
  8th 
  +4 
  +4 
  +4 
  +2 
  Bonus Feat  
  +4 
  +3
  9th 
  +4 
  +5 
  +5 
  +3 
  Stage Fight III  
  +5 
  +4
  10th 
  +5 
  +5 
  +5 
  +3 
  Hollywood Punch (1d10),  
  +5 
  +4
  
  Adrenaline Surge
  Page 15
  convincingly imitate that celebrity. Beginning at 2nd level, 
  the Stunt Double may add his Dex modifier as a bonus on 
  all Disguise checks. 
  Pyro Expert (EX): Name any big screen summer block-
  buster; chances are there was at least one really cool 
  explosion, or one bad guy who got lit on fire. Skilled stunt 
  performers are responsible for every ember. A 3rd level 
  Stunt Double gains Fire Resistance equal to his Charisma 
  modifier (minimum Fire Resistance 1); this resistance 
  stacks with resistances gained from the Tough Hero’s 
  Energy Resistance talent tree, or with mundane or super-
  natural effects that grant energy resistance. 
  The Stunt Double gains a +2 bonus on all Demolitions and 
  Disable Device checks. 
  Rise to the Occasion (EX): Stunt Doubles are able to 
  quickly master new combat techniques and learn exactly 
  the skills they need for their current role. By spending an 
  action point, the Stunt Double can designate one character 
  within 30 ft. The Stunt Double must be able to clearly 
  see and observe his or her combat technique. The Stunt 
  Double can duplicate a number of that person’s feats equal 
  to his Charisma modifier (minimum one feat). The Stunt 
  Double must meet all the prerequisites of any ‘duplicated’ 
  feats. The Stunt Double can use the duplicated feats for a 
  number of rounds equal to his class level.  
  Stage Fight (EX): Stunt Doubles love choreographing and 
  staring in filmed brawls, and their movie making experi-
  ence actually serves them fairly well in real fights. Once 
  per day, the Stunt Double may add his Charisma modifier 
  as an untyped bonus on all Bluff checks made to feint 
  in combat, and on all attack rolls made to inflict subdual 
  damage. This bonus remains in effect a number of rounds 
  equal to the Stunt Double’s class level. 
  At 5th level, the Stunt Double can use this ability twice a 
  day, and at 9th level, this ability can be used three times 
  per day. A 5th level Stunt Double is skilled enough at 
  ‘pulling his punches’ to inflict subdual damage with any 
  personal firearm he has taken the Weapon Focus feat for. 
  The Champion Advanced Class 
  Eight hours a day on the gym or on the practice field, 
  a pure protein diet regimen, bruises that never seem to 
  heal….. You practice hard, because you know hard training 
  makes for an easy game day. And on the field, after you’ve 
  won the playoffs for your city, brought the trophy home, 
  you party equally hard. A pair of cheerleaders, a few 
  groupies, maybe some blow or X if you can convince the 
  team doc to fix the random pee test results. Life’s good to 
  you, and all you have to do to keep the money coming and 
  the good times rolling is to keep winning games. 
  The fastest path to the Champion Advanced class is 
  through the Strong Hero basic class, though other paths are 
  possible. Tough Heroes can meet the requirements almost 
  as quickly, and earn a reputation as strong defensive 
  players. 
  Requirements: 
  To qualify to become a Champion, a character must fulfill 
  the following criteria. 
  Base Attack Bonus: +4 
  Skills: Jump 8 ranks, Tumble 8 ranks, Knowledge: popular 
  culture 4 ranks 
  Feats: Acrobatic, Defensive Martial Arts, Mobility
  Special: The Champion must be a member of any profes-
  sional sports team. During the season, the Champion must 
  attend regular training sessions and make appearances at 
  most games. Some teams might require the Champion to 
  maintain a certain image, or risk suspension. 
  Class Information 
  The following information pertains to the Champion 
  advanced class. 
  Hit Die
  The Champion gains d12 hit points per level. The charac-
  ter’s Constitution modifier applies. Champion athletes are 
  some of the most physically perfect specimens the planet 
  has ever seen- they can accomplish feats the couch pota-
  toes who pay their salaries can only dream of! 
  Action Points 
  The Champion gains a number of action points equal to 6 
  + one-half of his character level, rounded down every time 
  he attains a new level in this class. 
  Class Skills 
  The Champion’s class skills are as follows. 
  Balance (Dex), Climb (Str), Concentration (Con), Drive 
  (Dex), Gamble (Cha), Gather Information (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge 
  (business, current events, popular culture) (Int), Move 
  Silently (Dex), Profession (athlete, trainer, or similar) 
  
  Adrenaline Surge
  Page 16
  (Wis), Read/write Language, Speak Language, Spot (Wis), 
  Swim (Str), Treat Injury (Wis), Tumble (Dex)
  Skill Points at Each Level: 4 + Intelligence Modifier.
  Class Features 
  Bonus Feats: At 2nd, 5th and 8th level, the Champion 
  can select a bonus feat, which must be chosen from the 
  following list. 
  Acrobatic, Alertness, Agile Riposte, Armor Proficiency 
  (any), Blind Fight, Body Hardening Defense, Body 
  Builder, Brawl, Clobber, Combat Expertise, Combat 
  Reflexes, Combat Throw, Dodge, Dress to Impress, Far 
  Shot, Great Fortitude, Heroic Surge, Improved Damage 
  Threshold, Improved Brawl, Improved Feint, Meaningful 
  Ink, Run, Super Heavyweight, Toughness, Windfall
  Adrenaline Rush (EX): Desire for victory and relent-
  less training can push past pain and exhaustion, allowing 
  you to score the winning goal, makes that last second 
  touchdown, and earns the big endorsement dollars. At 4th 
  level, a Champion can temporarily increase one of his 
  physical ability scores (Str, Dex or Con). He must spend 1 
  action point and increases the selected attribute by 1d4+1 
  points. The increase lasts for a number of rounds equal to 
  his Champion class level. At the end of the duration, the 
  Champion is fatigued for 1d4+1 rounds. 
  At 7th level, the Champion can temporarily increase 
  any two physical ability scores by 1d4+1 points, or can 
  increase one chosen score by 1d8+1 points. At the end of 
  the duration, the Champion is fatigued for 1d6+2 rounds. 
  At 9th level, the Champion can choose to either increase 
  all three physical ability scores by 1d4+1 points, or 
  increase any chosen score by 1d10+1 points. At the end of 
  the duration, the Champion is fatigued for 1d8+3 rounds. 
  Endorsements (EX): The greater the challenge, the 
  greater the reward. The Champion’s sports victories earn 
  him big-bucks endorsement deals. Big companies line up 
  to sponsor Champions on a winning streak. This endorse-
  ment provides a Wealth bonus increase of +3. Each 
  endorsement is tied to a specific company, such as Nike or 
  BMW, which is glad to provide the Champion its products 
  at a reduced cost. The Champion can reduce the Purchase 
  DC of all that company’s products by 1d4. 
  Gameday Diplomacy (EX): An experienced Champion’s 
  athletic gifts open society’s doors to them. They get into 
  the best clubs, are courted by celebrity-hungry press, can 
  endorse products or candidates with great authority, and 
  some make the transition into media stars. Select any two 
  Charisma based skills. The Champion may add either 
  his Strength or Dex modifier as an untyped bonus when 
  performing those skills. 
  Homefield Advantage (EX): The roar of a home 
  town crowd can carry the Champion to victory. The 
  Champion receives a +1 morale bonus on attack rolls, 
  +1 morale bonus to Defense, and a +2 morale bonus to 
  all Reflex saves when fighting in his team’s home-city. 
  The Champion can only play for one team simultane-
  ously; if he’s ever traded to another city, after a week of 
  play or practice in that new city transfers the bonus to the 
  Champion’s new hometown. 
  Long Arm (EX): The Champion can make the kind of 
  throws that get him into the record books. The Champion 
  can reduce the range penalties with thrown weapons by a 
  Champion
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +2 
  +1 
  +0 
  Sportsmanship, Team Colors   
  +1 
  +2
  2nd 
  +1 
  +3 
  +2 
  +0 
  Bonus Feat  
  +2 
  +2
  3rd 
  +1 
  +3 
  +2 
  +1 
  Long Arm or Endorsements 
  +2 
  +2
  4th 
  +2 
  +4 
  +2 
  +1 
  Adrenaline Rush I  
  +3 
  +3
  5th 
  +2 
  +4 
  +3 
  +1 
  Bonus Feat  
  +4 
  +3
  6th 
  +3 
  +5 
  +3 
  +2 
  Homefield Advantage or Endorsements   
  +4 
  +3
  7th 
  +3 
  +5 
  +4 
  +2 
  Adrenaline Rush II 
  +5 
  +4
  8th 
  +4 
  +6 
  +4 
  +2 
  Bonus Feat  
  +6 
  +4
  9th 
  +4 
  +6 
  +4 
  +3 
  Adrenaline Rush III or Major “D”  
  +6 
  +4
  10th 
  +5 
  +7 
  +5 
  +3 
  Gameday Diplomacy 
  +7 
  +5
  
  Adrenaline Surge
  Page 17
  number of points equal to one plus his Charisma modifier 
  (minimum 2 point penalty reduction). 
  Major “D” (EX): The Champion can take a hit. The 
  Champion receives a +4 competence bonus to resist being 
  Tripped or Bull Rushed, and may add his Charisma modi-
  fier as a morale bonus to Defense. 
  Sportsmanship (EX): The Champion’s amazing athletic 
  skills wins the big games and brings the fans to the 
  stadium. Their sheer skill and unparalleled physical 
  strength brings home victory, on and off the field and his 
  sheer charisma make the fans feel that his victory is theirs 
  as well. 
  Select one team sport the Champion excels at: football, 
  soccer, basketball, baseball, hockey, or virtually any other 
  competition. The Champion can add a bonus equal to 
  one plus his Charisma modifier (minimum +2 bonus) on 
  all Strength or Dex based skill checks when playing his 
  chosen sport, or using similar tactics (such as a football 
  player tackling or bullrushing his enemies) in a real fight. 
  Team Colors (EX): Champions wear their jerseys proudly, 
  mark their victories with tattoos, and decorate their cribs 
  with team memorabilia. This camaraderie gives the 
  Champion a psychological boost come game day. If the 
  Champion is wearing his team’s colors, he receives a 5 ft 
  bonus to base land speed. This bonus stacks with the Fast 
  Hero’s Increased Speed talent. 
  Chapter Six: 
  Pathways to Fame: 
  Intermediary Classes
  The Intermediary Class is a new concept for the D20 
  Modern rule set. A starting character can choose an 
  Intermediary Class rather than one of the attribute based 
  basic classes, gaining cool abilities without worrying about 
  a Level Adjustment. Intermediary classes are slightly more 
  powerful than basic classes, and slightly weaker than a full 
  advanced class. These unusual classes have special abili-
  ties which are balanced by unique defects and weaknesses. 
  Like Templates, intermediary classes straddle the line 
  between risk and reward. Players should think carefully 
  before choosing one of these intermediary classes. 
  Intermediary classes offer the player slightly less freedom 
  to multiclass than the basic classes. Each intermediary 
  class is ‘keyed’ to an advanced class, representing a period 
  of intense training and apprenticeship. Once a character 
  takes a level of an intermediary class, she is put on the fast 
  track to that advanced class, gaining the abilities necessary 
  to meet that classes entry requirements in a fraction of the 
  usual time. 
  However, until the character meets the requirements of 
  the “keyed” advanced class, he cannot multiclass. Once 
  the character meets the advanced class’s prerequisites, she 
  is now free to multiclass and change character concepts. 
  While the character is not required to multiclass into 
  the “keyed” class, she is in an ideal position to do so. 
  Intermediary classes can have any number of levels. Like 
  an advanced class, an intermediary class has entry require-
  ments. However, these are likely to be story requirements, 
  or limitations on character concepts, rather than some-
  thing statistical. This way, even a first level character can 
  select these classes. In many cases the class abilities of the 
  intermediary class and its ‘keyed’ advanced class dovetail 
  perfectly, meaning that a character is more successful and 
  effective a hero after undergoing the formal training these 
  intermediary classes offer. 
  The following new Intermediary classes are ‘keyed’ to the 
  Personality advanced class, and each illustrates a different 
  path to Hollywood ‘name’ status. Some crossover stars get 
  their start sucking cock on film, while others gain a reputa-
  tion as an acerbic internet blogger, a screaming punk idol, 
  or are famous simply for being famous. 
  The Porn Star Intermediary 
  Class 
  Porn may be the biggest single genre in the entertainment 
  industry, pulling in profits several orders of magnitude 
  greater than even the wealthiest Hollywood studio. The 
  actors follow the money; cute young things from around 
  the world come out West to make easy money splaying 
  their legs for the camera. For some it’s a short term solu-
  tion, a few quick films to make money for school, for drug 
  money, or just for a thrill. Others turn on camera sex into 
  a profitable career; even migrate behind the camera to 
  market their own brand of cinematic sex. 
  Compared to an average Charismatic hero, the Porn Star is 
  a writing bundle of sex and nerve, less focused on diplo-
  macy and negotiation, which places more emphasis on 
  sexuality and manipulation. More streetwise and worldly 
  than most Charismatic heroes, they have a more tightly 
  focused skill set, and their career choice can me a liability 
  at times, especially among conservatives and the reli-
  gious of all stripes. Unfortunately, it takes a Porn Star at 
  five levels to graduate to Personality status, while most 
  ‘straight’ Charismatic heroes can do it in three. 
  
  Adrenaline Surge
  Page 18
  Requirements
  While beauty and an interesting sexual technique that 
  looks good on film are helpful for rising porn stars, they’re 
  not essential. No matter how strange or uncharismatic the 
  performer, there’s a fetish film out there for him, her, or 
  other. Exhibitionism and basic street smarts are all that’s 
  required. In the United States, Porn Stars must be at least 
  18 years old. 
  Transition
  Like every other profession, the porno underworld has 
  a hierarchy. Shaky unscripted camcorder porn that only 
  makes it to the cheapo compilation disks is at the bottom, 
  while being a contract girl or featured stud for a major 
  erotic video company is near the top. Celebrity starlets can 
  sometime make the transition to legitimate film, or parley 
  their sexual infamy into pure, kinky talk-show profit. 
  Keyed Advanced Class: The Personality (D20 Modern 
  SRD)  
  Class Information 
  The following information pertains to the Porn Star inter-
  mediary class. 
  Hit Die
  The Porn Star gains d8 hit points per level. The character’s 
  Constitution modifier applies. Most Porn Stars spend 
  several hours each day at the gym, keeping their bodies 
  lean and seductive, and the law requires adult entertainers 
  be regularly tested for AIDS and other diseases, so they 
  tend to be in fairly good health. 
  A first level Porn Star receives 8 HP plus her Constitution 
  modifier. 
  Action Points 
  The Porn Star gains a number of action points equal to 5 + 
  one-half of her character level, rounded down every time 
  she attains a new level in this class. 
  Class Skills 
  The Porn Star’s class skills are as follows. 
  Bluff (Cha), Concentration (Con), Disguise (Cha), 
  Diplomacy (Cha), Gamble (Cha), Gather Information 
  (Cha), Jump (Str), Knowledge (art, behavioral sciences, 
  business, current events, popular culture, streetwise) (Int), 
  Listen (Wis), Perform (any) (Cha), Profession (entertain-
  ment, prostitute, similar) (Wis), Read/Write Language, 
  Sense Motive (Wis), Speak Language, Treat Injury (Wis)
  Skill Points at Each Level: 4 + Intelligence Modifier. A 
  first level Porn Star receives four times this amount. 
  Class Features:  
  Bonus Feats: At 2nd and 4th level, the Porn Star gains a 
  bonus feat which must be chosen from the following list. 
  Acrobatic, Animal Affinity, Athletic, Alertness, Arresting 
  Images, Blackmail, Combat Martial Arts, Comforting 
  Fetish, Confident, Dodge, Dress to Impress, Endurance, 
  Generosity, Gifts of Ecstasy, Meaningful Ink, Personal 
  Firearms Proficiency, Renown, Run, Streetfighting, 
  Trustworthy, Weapon Finesse, Windfall
  Comforting Fetish, Impress, Generosity, and Gifts of 
  Ecstasy feats detailed In Covert Ops Feats 2. 
  Sexual Diplomacy (EX): The Porn Star is a stunning 
  beauty, who knows how to use her body, her sensuality, 
  her graceful gestures to seduce and entice potential 
  lovers. The Porn Star may add her Porn Star class level 
  as an untyped bonus on any two of the following skills, 
  chosen at character creation: Bluff, Diplomacy, Gather 
  poRn Star
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +1 
  +1 
  +0 
  Sexual Diplomacy, Training Regimen 
  +0 
  +2
  2nd 
  +1 
  +2 
  +2 
  +0 
  Bonus Feat  
  +1 
  +2
  3rd 
  +2 
  +2 
  +2 
  +1 
  Legendary Lover 
  +1 
  +2
  4th 
  +3 
  +2 
  +2 
  +1 
  Bonus Feat  
  +1 
  +3
  5th 
  +3 
  +3 
  +3 
  +1 
  Unspoken Desires 
  +2 
  +3
  
  Adrenaline Surge
  Page 19
  Information or Perform (act, dance, sing) when making 
  checks against any one, of either gender, who would find 
  her sexually attractive. 
  Training Regimen: The Porn Star emphasizes a very 
  special kind of social interaction: the kind that happens 
  when nude and under halogen lights, filmed before a 
  breathless audience. The Porn Star must place maximum 
  ranks into the following skills, until she has at least 6 
  ranks in each: Diplomacy, Perform (any) and Knowledge: 
  Streetwise. She must select the Renown feat prior to 
  selecting any other feat. 
  Legendary Lover (EX): The Porn Star is an amazing 
  lover, gifted with an instinctive sense of how to coax 
  a lover to a shuddering orgasm with only a few quick 
  gestures. Once per round, the Porn Star can make a Treat 
  Injury check (DC 15 + the target’s Wisdom modifier), and 
  make a touch attack against any sentient creature capable 
  of sexual pleasure. 
  If the touch attack is successful, the target is overcome 
  with pleasure and rendered temporarily helpless, effec-
  tively stunned for 1 round (plus one round for every five 
  points the Porn Star beats the DC by). The Porn Star 
  must be able to touch the opponent’s genitals, face or 
  other erogenous zone, and while normal clothing does 
  not prevent this skill from being use, this ability cannot 
  be used against heavily armored targets, or creatures with 
  a natural armor bonus to Defense. This ability cannot be 
  used on the same target more than once in the same 24 
  hour period. 
  Unspoken Desires (EX): After a hundred lovers of every 
  imaginable race, gender and sexual orientation, the Porn 
  Star gains an uncanny sixth sense of a person’s sexual 
  habits and desires. After interacting with any sentient 
  being with an Intelligence score of 5 or higher for at least 
  five minutes, the Porn Star can attempt a DC 18 Sense 
  Motive check to gain an insight to that person’s sexual 
  habits. 
  If the check is successful, the Porn Star can determine the 
  target’s sexual orientation, any fetishes or unusual desires, 
  and whether the target has had sex within the last few 
  days.  This check may only be attempted once per day, on 
  any specific individual. 
  Blogger Intermediate Class 
  You don’t measure your talent as a journalist with ad 
  revenue or circulation numbers: each hit on your blog 
  is a personal victory, each irate reader e-mail a badge of 
  honor. Bloggers don’t seek fame for its own sake (well, 
  the fame’s pretty nice when it finally happens) but out of a 
  desire to spread a message, tell a story… awaken or under-
  mine a nation. 
  The Blogger lacks a standard Charismatic hero’s social 
  skills and suaveness, but more than makes up for it 
  with a broader skill set, superior investigatory skills 
  and burgeoning political connections. A Blogger turned 
  Personality brings detective skills, a reputation as a rough 
  and tumble yellow journalist for the 21st century, and a 
  basic social conscience to the table. 
  Requirements
  Bloggers can come from any walk of life; the adherents 
  of this new style of journalism claim its biggest advantage 
  is its truly democratic ‘man on the street’ perspective. 
  While it’s helpful for a prospective Blogger to have high 
  Intelligence and Charisma modifiers, passion and determi-
  nation are more important than raw talent. 
  Transition
  Even a Blogger who’s become a media sensation through 
  the Personality Advanced Class retains his or her passion 
  for uncovering the big stories and advancing the cause. 
  Bloggers use their fame to their best advantage, appearing 
  on talk shows and satellite radio to spread their message. 
  Keyed Advanced Class: The Personality (D20 Modern 
  SRD)  
  Class Information 
  The following information pertains to the Blogger 
  Intermediary class. 
  Hit Die
  The Blogger gains d6 hit points per level. The charac-
  ter’s Constitution modifier applies. A first level Blogger 
  receives 6 HP plus her Constitution modifier. 
  Action Points 
  The Blogger gains a number of action points equal to 5 + 
  one-half of his character level, rounded down every time 
  she attains a new level in this class. 
  Class Skills 
  The Blogger’s class skills are as follows. 
  Bluff (Cha), Computer Use (Int), Craft (visual art, 
  writing) (Int), Diplomacy (Cha), Forgery (Int), Gather 
  
  Adrenaline Surge
  Page 20
  Information (Cha), Investigate (Int), Knowledge (business, 
  civics, current events, history, popular culture, streetwise, 
  technology, theology & philosophy) (Int), Listen (Wis), 
  Perform (act, stand-up) (Cha), Profession (white collar, 
  investigatory, creative) (Wis), Read/write Language, 
  Repair (Int), Research (Int), Sense Motive (Cha), Speak 
  Language, Spot (Wis) 
  Skill Points at Each Level: 7 + Intelligence modifier. A 
  first level Blogger receives four times this amount. 
  Class Features: 
  Bonus Feat: At 2nd level, the Blogger receives a bonus 
  feat, which must be chosen from the following list. 
  Attentive, Arresting Images, Blackmail, Combat Reflexes, 
  Confident, Creative, Deceptive, Educated, Improved 
  Initiative, Iron Will, Lightning Reflexes, Meticulous, 
  Personal Firearms Proficiency, Renown, Run, Trustworthy, 
  Windfall 
  Media Bias (EX): No one’s ever accused a Blogger of 
  being an unbiased, dispassionate reporter. Bloggers love 
  digging up the dirty little secrets their political adversaries 
  try to cover up. When the Blogger first begins reporting, 
  he or she selects a political enemy, which can be any reli-
  gion, political or governmental body, ethos, allegiance, 
  race or occupation
  The Blogger receives a bonus equal to one plus his 
  Blogger Class level against all Gather Information, 
  Research and Investigate checks made against members 
  of the enemy group, but is always considered infamous 
  among members of that group. 
  Training Regimen (EX): The Blogger is a dedicated 
  and passionate amateur journalist and a media-junkie. 
  The Blogger must place maximum ranks into the 
  following skills, until he or she has at least 6 ranks in 
  each: Diplomacy, Perform (any). The Blogger must place 
  maximum ranks in the following additional skills until he 
  or she has at least 4 ranks in each: Knowledge (any) and 
  Investigate. The Blogger must select the Renown feat prior 
  to selecting any other feat. 
  Blogo-sphere (EX): The Blogger spends most of his 
  free time online, chasing stories, following leads, and 
  developing web-contacts. If the Blogger has access to a 
  computer and the Internet, the Blogger can reduce time 
  necessary to make any Gather Information, Investigate or 
  Research check by 25%. 
  Idle Rich Intermediary Class 
  Life’s one long party. Limousines take you from club to 
  club, from a movie-star’s bed direct to your private jet. 
  Each weekend brings you to a different exotic party spot, 
  and you spend money on the best: the best friends, the best 
  times, the best clothes, jewels, sex, drugs and sheer hedo-
  nistic abandon. The best part? You didn’t have to work for 
  dime one of your fortune. 
  The Idle Rich may be vapid and shallow, and though 
  they’ve bought the best degrees money can buy, they tend 
  to be relatively uninformed. Of course, the rich don’t 
  have to have much in the way of personality. There isn’t 
  a single problem in the world that can’t be paid off with a 
  titanium Amex. 
  Requirements
  There’s only one prerequisite for being rich and famous: 
  be rich, and be famous. The Idle Rich must have chosen 
  one of the following starting occupations: Athlete, 
  Celebrity, Creative, Dilettante, Entrepreneur, Student or 
  White Collar. 
  Transition
  The Idle Rich hits the big time when the tabloids and 
  trash-TV shows start running stories about her latest casual 
  hook up or drunken fender-bender. The only difference 
  between a young Idle Rich and one who’s graduated to full 
  blown Personality status is a young celebrity drinks $1,000 
  champagne, and the Personality downs $5,000 bottles. 
  Blogger
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  + 
  + 
  +1 
  Media Bias, Training Regimen  
  +1 
  +2
  2nd 
  +1 
  + 
  + 
  +2 
  Bonus Feat  
  +2 
  +2
  3rd 
  +1 
  + 
  + 
  +2 
  Blogo-sphere  
  +2 
  +3
  
  Adrenaline Surge
  Page 21
  Keyed Advanced Class: The Personality (D20 Modern 
  SRD)  
  Class Information 
  The following information pertains to the Idle Rich inter-
  mediary class. 
  Hit Die
  The Idle Rich gains d6 hit points per level. The character’s 
  Constitution modifier applies. Idle Rich might look good, 
  but they lack the discipline and physical toughness of most 
  other classes. A first level Idle Rich receives 6 HP plus his 
  Constitution modifier. 
  Action Points 
  The Idle Rich gains a number of action points equal to 5 + 
  one-half of his character level, rounded down every time 
  he attains a new level in this class. 
  Class Skills 
  The Idle Rich’s class skills are as follows. 
  Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy 
  (Cha), Disguise (Cha), Drive (Dex), Gamble (Cha), 
  Knowledge (art, business, civics, current events, popular 
  culture, technology) (Int), Perform (any) (Cha), Pilot 
  (Dex), Profession (any white collar) (Wis), Read/write 
  language, Speak Language, Swim (Str) 
  Skill Points at Each Level: 5 + Intelligence Modifier a 
  first level Idle Rich receives four times this amount. 
  Class Features 
  Bonus Feat: At 2nd level, the Idle Rich gains a bonus 
  feat, which must be chosen from the following list. 
  Acrobatic, Aircraft Operations, Alertness, Archaic 
  Weapons Proficiency, Athletic, Combat Expertise, Combat 
  Reflexes, Defensive Martial Arts, Dress to Impress, 
  Dodge, Educated, Generosity, Gold & Silver, Lightning 
  Reflexes, Nimble, Personal Firearms Proficiency, Retained 
  Council, Renown, Windfall
  Trust Fund Baby (EX): The Idle Rich can do one thing 
  better than anyone else: spend their family fortune on 
  bling, girls and thousand dollar bottles of vodka. The Idle 
  Rich may spend one action point to temporarily raise their 
  Wealth Bonus by 1d4+1 points, for the very next purchase 
  they make. 
  Training Regimen: The Idle Rich don’t spend much time 
  studying, working or actually doing anything useful, but 
  along the way they pick up some basic social talents. The 
  Idle Rich must place maximum ranks into the following 
  skills, until she has at least 6 ranks in each: Diplomacy, 
  Perform (any) and Knowledge: popular culture. The Idle 
  Rich must select the Renown feat prior to selecting any 
  other feat. 
  Share the Wealth (EX): There isn’t a problem in the 
  world (from getting into the latest club to beating a murder 
  rap) that doesn’t disappear when enough money is thrown 
  at it. When making a bribe, the Idle Rich receives double 
  the normal benefit. For every one point the Idle Rich 
  reduces his Wealth Bonus by, he receives a +4 bonus on 
  the Diplomacy check. The maximum possible bonus is 
  +20, which corresponds to a 5 point Wealth reduction. 
  The Punk Idol Intermediary 
  Class 
  You started up the band when you were a kid, working 
  out of garages and playing no-money gigs in dives just to 
  make a name. You photocopied your own posters, burned 
  your own CDs, and handed out band stickers and tapes out 
  of the back of your car. Your hair, your ink, your clothes 
  all mark you as an outsider, the last of the great American 
  rebels, but you don’t care. You make your music, and 
  make your mark. 
  idle RIch
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +1 
  +1 
  +0 
  Trust Fund Baby, Training Regimen  
  +0 
  +2
  2nd 
  +1 
  +2 
  +2 
  +0 
  Bonus Feat  
  +1 
  +3
  3rd 
  +1 
  +2 
  +2 
  +1 
  Share the Wealth 
  +1 
  +3
  
  Adrenaline Surge
  Page 22
  Stacked up against a standard Charismatic Hero, the Punk 
  Idol is less focused on polite negotiation and has fewer 
  contacts among the rich and famous. Instead, they’re 
  focused on their music and on the ebb and flow of the 
  street. Unfortunately, keeping honest in the punk scene 
  is a slower path to fame than going Hollywood; a Punk 
  Idol can become a Personality in five levels, where a 
  Charismatic Hero can do it in three. 
  Requirements
  Punk Idols are young and angry, mixing raw musical talent 
  with a political focus. They have to be smart, tough and 
  charismatic. A Punk Idol must have chosen one of the 
  following starting occupations: Adventurer, Blue Collar, 
  Creative, Criminal, or Student. 
  Transition
  You may have started out singing in illegal bars with bare 
  concrete walls, but with enough determination, the venues 
  improve, the crowds get bigger and the paychecks more 
  steady. Only the worst kind of sell out forgets their punk 
  roots, forgets the early gigs or the reason they took up the 
  microphone in the first place. 
  Keyed Advanced Class: The Personality (D20 Modern 
  SRD)  
  Class Information  
  The following information pertains to the Punk Idol 
  advanced class. 
  Hit Die
  The Punk Idol gains d6 hit points per level. The charac-
  ter’s Constitution modifier applies. Punk Idols are usually 
  thin and wiry, putting more emphasis on their music and 
  the message then on their physical appearance. A first level 
  Punk Idol receives 6 HP plus his Constitution modifier. 
  Action Points 
  The Punk Idol gains a number of action points equal to 5 
  + one-half of his character level, rounded down every time 
  he attains a new level in this class. 
  Class Skills 
  The Punk Idol’s class skills are as follows. 
  Bluff (Cha), Computer Use (Int), Craft (visual art, writing) 
  (Int), Diplomacy (Cha), Gamble (Cha), Cather Information 
  (Cha), Intimidate (Cha), Knowledge (arcane lore, current 
  events, history, popular culture, streetwise, theology & 
  philosophy) (Int), Perform (sing or any instrument) (Cha), 
  Read/write Language, Sleight of Hand (Dex), Speak 
  Language
  Skill Points at Each Level: 6 + Intelligence Modifier. A 
  first level Punk Idol receives four times this amount. 
  Class Features: 
  Bonus Feats: At 2nd and 4th level, the Punk Idol receives 
  a bonus feat, which must be chosen from the following 
  list. 
  Acrobatic, Brawl, Combat Martial Arts, Combat Reflexes, 
  Confident, Creative, Dodge, Drive-by Attack, Lightning 
  Reflexes, Meaningful Ink, Personal Firearms Proficiency, 
  Renown, Run, Streetfighting, Shoplifter, Tagger, Vehicle 
  Expert
  Underground Sound (EX): A good punk singer might 
  be poor, but almost never has to buy his own beer or pay 
  full price for a nickel bag. Select any two Charisma based 
  skills. When using those chosen skills, or when making a 
  Wealth check to purchase Illegal goods, you may add your 
  Punk Idol class level as a competence bonus. 
  Training Regimen (EX): The Punk Idol must place 
  maximum ranks into the following skills, until he or she 
  Punk Idol
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  Bonus Save 
  Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +0 
  1+ 
  +1 
  Underground Sound, Training Regimen  
  +1 
  +2
  2nd 
  +1 
  +1 
  +2 
  +2 
  Bonus Feat 
  +2 
  +2
  3rd 
  +1 
  +2 
  +2 
  +2 
  Mosh and Stomp  
  +2 
  +2
  4th 
  +2 
  +3 
  +2 
  +2 
  Bonus Feat  
  +2 
  +3
  5th 
  +2 
  +3 
  +3 
  +3 
  Scream of Rage  
  +3 
  +3
  
  Adrenaline Surge
  Page 23
  has at least 6 ranks in each: Diplomacy, Perform (sing or 
  any instrument) and Knowledge: streetwise. The Punk Idol 
  must select the Renown feat prior to selecting any other 
  feat. 
  Mosh and Stomp (EX): The Punk Idol’s taken fists to 
  the face his whole life, and knows how to roll with the 
  punches. A number of times per day equal to his Wisdom 
  modifier (minimum once per day), the Punk Idol can 
  reduce the damage from any successful unarmed strike 
  that hits him to 1 HP worth of damage. The Punk Idol can 
  use this ability after the attack roll is resolved, but before 
  damage is rolled.  
  Scream of Rage (EX): The Punk Idol makes music 
  because he’s got something to say, and a lot of anger to 
  work through. During a performance, the Punk Idol may 
  spend an action point, slamming out some vicious lyric 
  about a chosen individual, group, race, religion, ethos or 
  allegiance. The victim of the rant suffers is considered 
  infamous among anyone sharing the Punk Idol’s allegiance 
  who would know of the performance for the next 1d4 
  days. 
  All mechanics on all pages is Open Game Content as defined by the 
  Open Gaming License. See page 24 for more information.
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or other-
  wise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product 
  Identity" means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, stor-
  ylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio represen-
  tations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Adrenaline Surge, Copyright 2007, Louis Porter Jr. Design, Inc.
  OPEn GAmE lICENSE VeRsion 1.0a
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Adrenaline Surge.pdf