TEXT: PROTOTYPE:
  ELITE OPERATIVE
  Requires the use of the d20 Modern™
  Roleplaying Game, published by Wizards of the Coast, Inc.
  qwertpsGHejjgytee
  FULL METAL ZERO
  Espionage is usually the domain of specialists. 
  Cryptographers to decipher coded messages, 
  handlers to recruit and manage spies, and soldiers to 
  carry out wetwork. However, some missions can’t 
  be completed by a large team of specialists. A single 
  agent with a wide variety of skills can improvise as 
  the situation demands it, a talent unheard of in the 
  ranks of specialists. 
  Profile Of A elite 
  operative
  Elite operatives know how to adjust their plans 
  quickly, easily shifting from one role to the next. 
  An elite operative is just as comfortable in an 
  intense gun battle with terrorists as mingling with 
  the world’s elite at a cocktail party. Their versatility 
  makes invaluable to their parent agency but their 
  tendency to ignore the rules ensures their rarity. No 
  LPJ97
  LPJ9745
  45
  45
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  SkyrPabckldoodb
  prototype: Elite Operative
  OSkyrPabckldood
  matter what kind of results the operative can achieve, 
  espionage agencies hate mavericks and can only stand 
  a few of them at most. 
  Requirements
  To qualify to become a Elite Operative, a character 
  must fulfill the following criteria:
  Base Attack Bonus: +2
  Feats: Personal Firearms Proficiency, Combat Martial 
  Arts, Vehicle Expert
  Skills: Bluff 4 ranks, Diplomacy 4 ranks, Drive 
  4 ranks or Pilot 4 ranks, Sense Motive 4 ranks, 
  Investigate 4 ranks, Disguise 4 ranks.
  Special: The elite operative must have an allegiance 
  to an espionage agency in order to receive the training 
  necessary to become an elite operative. 
  Class Information
  The following information pertains to the elite opera-
  tive advanced class.
  Hit Die: 1d8
  Action Points: 
  6 + one-half character level, rounded down, every 
  time the elite operative attains a new level in this 
  class.
  Class Skills
  The Elite Operative’s class skills (and the key ability 
  for each skill) are:
  for each skill) are:
  for each skill
  Craft (electronics) (Int
  ) (Int
  ) (
  ), Disguise (Cha), Disable 
  Device (Int
  Device (Int
  Device (
  ), Drive (Dex
  ), Drive (Dex
  ), Drive (
  ), Escape Artist (Dex
  ), Escape Artist (Dex
  ), Escape Artist (
  ), 
  Forgery (Int
  Forgery (Int
  Forgery (
  ), Gather Information (Cha), Hide (Dex
  ), Hide (Dex
  ), Hide (
  ), 
  Investigate (Int
  Investigate (Int
  Investigate (
  ),  Knowledge (art, business, current 
  events, popular culture, streetwise) (Int
  ) (Int
  ) (
  ), Listen (Wis), 
  Move Silently (Dex
  Move Silently (Dex
  Move Silently (
  ), Profession (Wis), Read/Write 
  Language (none), Search (Int
  ), Search (Int
  ), Search (
  ), Sense Motive (Wis), 
  Sleight of Hand (Dex
  Sleight of Hand (Dex
  Sleight of Hand (
  ), Speak Language (none), Spot 
  (Wis), 
  Skill Points at Each Level: 8 + Int modifier.
  Class Features
  Elite Operative talents
  Every time the Elite Operative gains a new talent, pick 
  one from the following list of abilities, making sure 
  the character meets any prerequisites before choosing 
  a talent. 
  Social Engineering 
  Benefit: Operatives learn how to gain the trust of 
  virtually anyone, quickly and efficiently. Through a 
  careful applied mix of body language, and conversa-
  tion, the operative breaks down their target’s guard. 
  An operative can take 20 on diplomacy skill checks by 
  spending an action point. The character also gains +2 
  bonus to diplomacy.
  Friendly Request
  Prerequisite: Social Engineering
  Benefit: Once a person trusts the operative, the opera-
  tive can use that trust as leverage to get something 
  of value from the target. Typically, the target helps 
  but then later regrets it. The operative in effect trades 
  the target’s trust for the request. The operative asks a 
  friendly or helpful NPC for help. 
  Status 
   Type of help possible:
  Status 
   Type of help possible:
  Friendly 
   Will take risks to help you 
  Protect, back up, heal, aid
  Protect, back up, heal, aid
  Helpful 
   Will take significant risks to help you, 
  betray others, tell secrets, etc.
  betray others, tell secrets, etc.
  Once an NPC helps the operative in a way that harms 
  them, their attitude switches to hostile. Further diplo-
  matic skill checks made on that character suffer a -5 
  circumstance penalty. 
  Improvised Martial Arts
  Prerequisite: Base Attack Bonus +3
  Benefit: The operative can adapt their hand to hand 
  fighting style at any time, even during a battle in order 
  to keep their opponents off balance. As a free action 
  once per round, the character can spend an action 
  point to temporarily gain the benefits of any martial 
  arts feat, even if he does not meet the prerequisites for 
  that feat. The benefits last until the end of combat. The 
  character can only benefit from one temporary feat at 
  a time and activating Improvised Martial Arts a second 
  time replaces the temporary feat. 
  For example, an operative that scores a critical hit with 
  a punch could spend 1 action point to gain advanced 
  combat martial arts and do triple damage instead of 
  double damage. 
  Martial Arts feats: Advanced Combat Martial Arts, 
  Brawl, Agile Riposte, Cleave, Combat Expertise, 
  Combat Reflexes, Combat Throw, Defensive Martial 
  Arts, Elusive Target, Great Cleave, Improved Brawl, 
  Improved Bull Rush, Improved Combat Martial Arts, 
  Improved Combat Throw,  Improved Disarm, Improved 
  Feint, Improved Initiative, Improved Knockout 
  Punch, Improved Trip, Power Attack, Streetfighting, 
  Unbalance Opponent.
  
  SkyrPabckldoodb
  page: 3
  OSkyrPabckldood
  Other feats may used at the Game Master’s discretion. 
  Improvised Gun Fighting
  Benefit: The operative can rethink their gun fighting 
  techniques at any time, even during combat. The char-
  acter spends an action point as a free action and gains 
  the benefit of a single firearms feat for the duration of 
  the current battle. The operative does not need to meet 
  any prerequisites of the feat. The character can only 
  have temporary firearms feat at any given time. 
  Firearms feats: Advanced Firearms Proficiency, Burst 
  Fire, Dead Aim, Double Tap, Drive-by Fire, Exotic 
  Firearms Proficiency, Far Shot, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reload, Shot on the 
  Run, Skip Shot, Strafe.
  Other feats may be used at the Game Master’s discre-
  tion. 
  Wheelman
  Prerequisite:
  Prerequisite: Drive 6 ranks, Pilot 6 ranks
   Drive 6 ranks, Pilot 6 ranks
  Benefit: The operative knows about the principles 
  behind driving and piloting vehicles to get behind the 
  wheel of any machine with a steering wheel or control 
  stick and an engine. By spending an action point, the 
  operative is considered to be proficient in any vehicle 
  he pilots for the duration of one trip. Furthermore, at 
  any time whenever the character is driving a vehicle, 
  he may spend an action point to gain the benefits of 
  a vehicle feat. He does not need to meet any prereq-
  uisites for the feat. The character can only have such 
  temporary vehicle feat at a time. 
  Vehicle feats: Drive by attack, Force Stop, Vehicle 
  Dodge.
  Other feats may be used at the Game Master’s discre-
  tion. 
  Superior Tradecraft
  Prerequisite: 1 other Elite Operative talent
  Benefit: The character has learned the intricacies of 
  espionage tradecraft and can use that knowledge to 
  predict the actions of other espionage agents. This 
  talent has many benefits, which are as follows:
   1.  The character can take 10 on any espionage based 
  action, even those that normally do not allow a 
  character to take 10 or actions performed under 
  stress. Such actions include deciphering encoded 
  messages, tailing someone, counter-surveillance, 
  or concealing equipment. 
  or concealing equipment. 
   2.  A character can automatically identify someone 
  in disguise, even if they are not familiar with 
  the person. When the operative interacts with a 
  character in disguise the Game Master rolls an 
  opposed Sense Motive vs. Disguise skill check 
  in secret for the operative. If successful, the 
  operative learns that something is wrong with the 
  person in disguise, although they do not know 
  exactly what that is. Learning more requires more 
  action on the character’s part. 
  action on the character’s part. 
  3.  The operative can analyze a secret organization, 
  such as an espionage agency or crime syndicate, 
  through careful research and information gath-
  ering. For each successful Gather Information 
  skill check, the operative learns a significant fact 
  about the organization and how they operate. The 
  DC based on the organization’s secrecy as deter-
  mined by the Game Master. A small group like a 
  gang would be DC 10 while the Illuminati would 
  be DC 30. A significant fact would be the group’s 
  Elite Operative
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
   
  Defense  Reputation 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
   Bonus 
   Bonus
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +1 
  +1 
  +1 
  Elite Operative Talent 
  +1 
  +1
  1st 
  +0 
  +1 
  +1 
  +1 
  Elite Operative Talent 
  +1 
  +1
  2nd 
  +1 
  +2 
  +2 
  +2 
  Bonus feat 
  +2 
  +1
  3rd 
  +2 
  +2 
  +2 
  +2 
  Elite Operative Talent 
  +2 
  +1
  3rd 
  +2 
  +2 
  +2 
  +2 
  Elite Operative Talent 
  +2 
  +1
  4th 
  +3 
  +2 
  +2 
  +3 
  Bonus feat 
  +3 
  +2
  5th 
  +3 
  +3 
  +3 
  +3 
  Elite Operative Talent 
  +4 
  +2
  5th 
  +3 
  +3 
  +3 
  +3 
  Elite Operative Talent 
  +4 
  +2
  6th 
  +4 
  +3 
  +3 
  +3 
  Bonus feat 
  +4 
  +2
  7th 
  +5 
  +4 
  +4 
  +4 
  Elite Operative Talent 
  +5 
  +3
  7th 
  +5 
  +4 
  +4 
  +4 
  Elite Operative Talent 
  +5 
  +3
  8th 
  +6 
  +4 
  +4 
  +4 
  Bonus feat 
  +6 
  +3
  9th 
  +6 
  +4 
  +4 
  +4 
  Elite Operative Talent 
  +6 
  +3
  9th 
  +6 
  +4 
  +4 
  +4 
  Elite Operative Talent 
  +6 
  +3
  10th 
  +7 
  +5 
  +5 
  +5 
  Bonus feat and  
  +7 
  +4
   
   
   
   
   
  Elite Operative Talent
   
   
   
   
   
  Elite Operative Talent
  
  SkyrPabckldoodb
  prototype: Elite Operative
  OSkyrPabckldood
  strengths or weakness, their finances, impor-
  tant personnel and so forth. With a successful 
  Investigate skill check (DC equal to the Gather 
  Investigate skill check (DC equal to the Gather 
  Investigate skill check (
  Information check), the character gains a +2 
  Information check), the character gains a +2 
  Information check
  circumstance bonus on all skill checks when 
  dealing with that organization. 
  dealing with that organization. 
  Advanced Gadgetry 
  Prerequisite: Craft (electronics) 6 ranks
  Benefit: The operative knows gadgets inside and 
  out, and can push them to their limits. This talent has 
  several abilities:
   •  The character gain a +2 bonus on any skill check 
  involving a gadget.  
  involving a gadget.  
   •  The character can use any gadget proficiently, 
  even one he has not been trained to use. In order 
  to successfully use a gadget, the character must 
  make a Craft (electronics) skill check. DC 10 for 
  simple gadgets, DC 15 for complex gadgets and 
  DC 20 for cutting edge gadgets. If the character 
  makes the skill check, he understands what the 
  gadget does, how it works and any other relevant 
  information to its working. 
  information to its working. 
   •  The character is a master at concealing gadgets 
  inside normal objects. By making a DC 20 Craft 
  (electronics) skill check, he can conceal the 
  gadget, making it undetectable by any cursory 
  examination. Only a detailed look, (A DC 25 
  examination. Only a detailed look, (A DC 25 
  examination. Only a detailed look, (
  Search skill check) or through electronic detection 
  Search skill check) or through electronic detection 
  Search skill check
  equipment can the gadget be detected. Using this 
  ability requires time and the appropriate tools. A 
  pen sized gadget can be concealed with minimal 
  tools and only a few minutes of work while a 
  laptop sized gadget could take hours and extensive 
  tools. 
  Cover Identities  
  Prerequisite: Disguise 6 ranks, Forgery 6 ranks
  Benefit: The operative knows how to create cover 
  identities and can maintain several at a time. A cover 
  identity is essential to infiltrating secret organizations 
  and avoiding detection. The more complex the cover 
  identity it is, the longer it takes to create and the more 
  difficult it is detect.
  Maintaining a cover identity takes time and effort. If 
  a character stops maintaining an identity, it is lost and 
  the character must spend equal effort to re-establish it.  
  Simple cover identity: A cover identity without 
  paperwork or background. This type of cover identity 
  is used to blend into the background by assuming the 
  role of someone no one will give a second glance. 
  Appropriate for simple roles, such as a homeless 
  alcoholic, a day laborer, or tourist. The character only 
  needs to adopt the mannerisms of the role and create a 
  simple disguise for it, typically only clothes and light 
  make up at most. DC 10 Disguise check to create. The 
  operative can maintain as many simple cover identities 
  as desired. They do not require any work to maintain. 
  This identity only takes an hour to create.
  Average cover identity: The role of a person with 
  moderate paperwork and background, an average 
  person. The character will have a fake identification 
  card and appropriate paperwork for the role. Examples 
  of average cover identities include janitors, repairmen, 
  corporate entry level employees, temps, and low-end 
  security guards. Creating an average cover identity 
  takes a DC 15 Disguise and DC 15 Forgery skill check 
  and 1d4 days of work, along with appropriate props, 
  costumes and materials, the exact nature of which 
  depends on the nature of the cover. A character can 
  maintain up to 3 average cover identities at a time. 
  Complex cover identity: Reserved for roles that 
  demand exotic or unusual background materials to 
  verify. Such roles include scientists and other educated 
  professionals, special forces soldiers, mercenaries, 
  arms smugglers, or high end gamblers. At the very 
  minimum, a complex cover identity requires a DC 
  20 Disguise and DC 20 Forgery skill check and 2d6 
  weeks of work. However, depending on the nature of 
  the role, the Game Master may require additional steps 
  be made to establish the cover identity. For example, a 
  mercenary cover identity might require that the char-
  acter be introduced by another established mercenary 
  before anyone believes the cover identity. A character 
  can only maintain 1 complex or master cover identity 
  at a time. 
  Master cover identity: The operative creates the 
  cover identity of a unique individual, with esoteric 
  skills or background, such as a space shuttle pilot 
  or a dot com billionaire. This cover identity takes 
  a DC 25 Disguise and Forgery skill check, 1d20x5 
  weeks of work, and at least two additional tasks to 
  be determined by the Game Master. The tasks should 
  be played as encounters of the appropriate challenge 
  rating for the operative. Examples of appropriate tasks 
  include breaking into a government computer center to 
  hack a database, plant a fake news story in the national 
  media or assassinate a crime boss who could prove the 
  identity is false
  Rapid Planning
  Prerequisite: 2 other Elite Operative talents
  Benefit: The operative can always think of a plan, 
  no matter how quickly the situation changes. Even 
  moments after their original plan crumbles apart, the 
  operative will have a new plan in mind. Nothing deters 
  
  is gone, the character’s budget is depleted. The wealth 
  bonus disappears after the mission is over. The equip-
  ment is considered property of the patron agency and 
  cannot be kept by the character except with the Game 
  Master’s approval. 
  Written by Ross Payton
  All text on all pages is Open Game Content as defined 
  by the Open Gaming License. See page 6 for more 
  information.
  SkyrPabckldoodb
  page: 5
  OSkyrPabckldood
  them, as they can always come up with a new and 
  better solution to the problem at hand.  They know 
  what works and what won’t and most importantly, 
  know how to exploit new situations for their maximum 
  value. A dead ally makes a good shield. Being caught 
  undercover allows them to place the blame on an 
  enemy. There are no impossible challenges, only 
  opportunities. 
  Any time the character fails a skill check, ability 
  check, saving throw, or attack roll, they may spend an 
  action point to do one of the following actions. 
   •  Gain a +10 circumstance bonus to their next roll. 
  This must be used in the same round the action 
  point was spent or the character loses the circum-
  stance bonus. 
   •  Reroll the failed roll. The reroll is made at a -2 
  penalty. Only one reroll may be made per round, 
  regardless of the number of action points the char-
  acter can spend in a single round. 
  acter can spend in a single round. 
   •  Take a standard action immediately. If the char-
  acter chooses this option, they lose their action 
  next round. 
   •  Negate any penalties to another roll made in the 
  same round. 
  Perfect Deceiver
  Prerequisite: Bluff 6 ranks, Sense Motive 6 ranks, 1 
  other elite operative talent
  Benefit: The operative is a master at deception. Lying 
  comes to the character naturally. They can bluff their 
  way past anyone, even in the face of overwhelming 
  evidence contradicting their lies. 
  In game terms, the operative can spend an action point 
  to take 20 on a Bluff skill check or negate the penal-
  ties on their next Bluff skill check. If the character can 
  spend two action points in the same round, they may 
  use both abilities on the same Bluff skill check. The 
  Game Master still has final approval on any Bluff skill 
  checks, so particularly outrageous lies may still fail, 
  depending on the circumstances. 
  Agency Procurement
  Prerequisite: Good standing with patron agency, 1 
  other elite operative talent
  Benefit: The character’s continued success with the 
  patron agency allows them to get additional equipment 
  for missions. Anytime the character spends an action 
  point, he receives a temporary circumstance bonus 
  to his wealth score equal to 2d6. He may use that 
  bonus buy any equipment he deems necessary for the 
  mission. This may include military, restricted or illegal 
  equipment if the parent agency has access to such 
  equipment. The bonus depletes normally and when it 
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Prototype: Elite Operative, Copyright 2007, Louis Porter Jr. Design, 
  Inc.
   abcdSKIJINKIPITINKIPITabcdIBNSOPOSP]O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  KIPITINh
  
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