Advantages XP Cost Description
Ally 500 – 2000 Character gains an ally offering physical or hacking assistance.
Contact 200 – 1000 Character gains an information source.
Eidetic Memory 500 +2 to all Knowledge skills of 1 rank or more, +1 skill rank cap.
Fast Healer 400 Double recovery and heal rate.
Fast Reflexes 1500 +2 to Dexterity permanently.
High Pain Threshold 750 / 1200 / 2000 +4 to all Fort Saves and DR 2/-, DR 3/-, or DR 4/- Improved Charisma 1000 +2 to Charisma Permanently.
Improved Constitution 1000 +2 to Constitution Permanently.
Improved Intelligence 1500 +2 to Intelligence Permanently.
Improved Wisdom 1200 +2 to Wisdom Permanently.
Increased Agility 2000 +2 Dodge Bonus to Defense
Lucky 300 +2 Action points as part of her permanent pool.
Night Sight 200 see twice as far in low light.
Physical Strength Boost 1000 +2 to Dexterity permanently.
Seasoned 300 +2 to all Knowledge rolls they have at least 1 rank in (this stacks with Eidetic Memory or Cyberbrains).
Disadvantages XP Award Description
Addiction 200 / 400 / 800 The character has a mental addiction that simply did not go away if they acquired cybernetics.
Cybernetic Rejection 1500 The character cannot have or ever take cybernetics.
Cyberbrain Sclerosis 500 / 1500 / 2000 The character has been diagnosed…
Dependant 200 / 400 / 800 Character is obligated or wishes to take care of another.
They require protection, support, and help.
Decreased Constitution 700 -2 to Constitution Permanently (min3) Decreased Charisma 600 -2 to Charisma Permanently (min3).
Decreased Intelligence 900 -2 to Intelligence Permanently (min3).
Decreased Wisdom 800 -2 to Wisdom Permanently (min3)
Enemy Special (see below) Someone or many people are out to get you Low Pain threshold 450 / 650 / 1000 -4 to all Fort saves and takes
Physical Weakness 700 -2 to Strength permanently.
Slow Healer 300 Recovery takes twice as long and knockout recovers half as long.
Slow Reflexes 700 -2 to Dexterity permanently.
Contact:
Not like Allies, Contacts are really only good for information and it costs the Character every time. Their usefulness depends on how often they can deliver correct information.Unlucky 150 Lose 2 Action points from you permanent pool.
XP Cost Result
200 Unreliable. Gather Information / Knowledge rank (with Attribute Bonus) = +10.
20% of giving incorrect information.
400 Occasionally Useful. Gather Information / Knowledge Rank (with Attribute Bonus) = +15. 10% of giving incorrect information.
700 Creepy amount of Knowledge. Gather Information / Knowledge Rank (with
Attribute Bonus) = +20.
1000 Inside Man. Contact risks life and limb talking to the Character. Gather Information / Knowledge Rank (with Attribute Bonus) = +25.
Eidetic Memory:
Obviously one with a Cyberbrain gains this as well, so the ability does not stack. This is for those who cannot use Cybernetics. The PC remembers virtually any fact they are exposed to. Any Knowledge skill with at least 1 rank gain a +2. The maximum level for all skill at first level is 4. With Eidetic Memory, it is now 5 (or Level +4 instead of Level +3).XP Cost: 500
Fast Healer:
An ability removed if full body prosthetics is used, the Character heals double the normal rate. Recovery takes half as long and knockout recovers twice as fast.XP Cost: 400
Fast Reflexes:
Void if cybernetics is used to replace arms, legs, OR full body, the Character gains a +2 to Dexterity permanently.XP Cost: 1500
High Pain Threshold:
An ability removed if full body prosthetics is used, the Character gains toughness to physical damage. The character gains a +4 to all Fort saves and gains Damage resistance depending on the XP spent.XP Cost Result
750 DR 2/-
1200 DR 3/-
2000 DR 4/-
Improved Constitution:
An ability removed if full body prosthetics is used, the Character gains a +2 to Constitution Permanently.XP Cost: 1000
Improved Charisma:
Void if the character has any attributes that reduce her Charisma or Charisma based skills (Like Neurochip, Poor Soul, or CCSS). The Character gains a +2 to Charisma Permanently.XP Cost: 1000
Improved Intelligence:
The Character gains a +2 to Intelligence Permanently.XP Cost: 1500
Improved Wisdom:
The Character gains a +2 to Wisdom Permanently.XP Cost: 1200
Increased Agility:
An ability removed if full body prosthetics is used, the Character gains a +2 Dodge Bonus to Defense.XP Cost: 2000
Lucky:
Born with a four-leaf clover in their but, the character gains +2 Action points as part of her permanent pool.XP Cost: 300
Night Sight:
Void if the characters eyes are swapped, they have low light vision, meaning they see twice as far in low light. They still cannot see in total darkness.XP Cost: 200
Physical Strength Boost:
Void if cybernetics is used to replace arms, legs, OR full body, the Character gains a +2 to Strength permanently.XP Cost: 1000
Seasoned:
The character has lived and seen it all. They know more about the world than the greens around them. The Character must be at least 30. However, they do gain a +2 to all Knowledge rolls they have at least 1 rank in (this stacks with Eidetic Memory or Cyberbrains).XP Cost: 300
D I S A D V A N T A G E S
Addiction:
The character has a mental addiction that simply did not go away if they acquired cybernetics. This may include eating, TV, smoking or even drugs. Either way, if they are kept away from them, the character suffers –3 to their Wis and –3 to their Con. Major addictions must be role-played and acquiring what is needed may involve heft costs.XP Award Result
200 Cigarettes, A specific food, Working out 400 Minor Drug (Aspirin, Pain Killers) 800 Major Drug (Cyber drugs for Cyborgs)
Cybernetic Rejection:
The character cannot have or ever take cybernetics. Their body possesses a fierce rejection. Even Cyberbrains are not permitted. (GM discretion on this one since many Campaigns require PCs have Cyberbrains)XP Award: +1000
Cyberbrain Sclerosis:
The character has been diagnosed and suffers from Cyberbrain Sclerosis. The character must have a Cyberbrain. Their XP award is dependant on how far the disease has spread. MicroMachine therapy holds it back but it is loosing the fight. Note: If this game is set after Season 1 of Stand Alone Complex, it can be assumed that the Murai vaccine may have been allowed to the general public. If so, the XP awards are reduced 90% as the symptoms can now be totally suppressed, meaning the bonus only applies to the annoying procedure of getting medication.XP Award Result (unless suppressed)
500 Beginning stages. –1 to Int & Wis (min3) and an additional –1 to all
Intelligence based skills (-2 total).
1500 Moderate Progression. –3 to Int & Wis (min3) and an additional –2 to all
Intelligence based skills (-5 total).
2000 Final Stages. –6 to Int and Wis (min3) and an additional –4 to all Intelligence based skills (–10 total). Character has less than a year to live…
Dependant:
The character is obligated or wishes to take care of another. They require protection, support, and help. They can be a friend, a little brother, or a whole family. Note that these dependants cannot be allies or contacts.XP Award Result
200 Dependant is virtually self sufficient (younger sibling, friend) or a major dependant which is dead. Visit the grave often.
400 Dependant requires help in some regards (wife)
800 Major Dependants that require constant help (wife and kids, kids, wanted
fugitive, dying relative, etc)
Decreased Constitution:
Void if full body prosthetics are used, the Character incurs a –2 to Constitution Permanently (min3)XP Award: 700
Decreased Charisma:
The Character incurs –2 to Charisma Permanently (min3).XP Award: 600
Decreased Intelligence:
The Character incurs a –2 to Intelligence Permanently (min3).XP Award: 900
Decreased Wisdom:
The Character incurs a –2 to Wisdom Permanently (min3).XP Award: 800
Enemy:
The Character upset someone big time and they are out for blood. The bonus is dependant on how much the enemy is willing to throw and how far the enemy is willing to throw it. Add the two choices of the tables to get the final result.XP Award Result
100 -2 PC power level.
300 Equal to PC power level 500 +2 PC power level.
700 +3 PC power level
XP Award Result
100 Is alone…
300 Can bring in friends to help and has contacts throughout the region or country.
400 Often brings in allies. Has ties with the military or a corporation.
600 Has overpowering influence in a corporation, the military, or in a rival government.
Low Pain threshold:
Void if full body prosthetics are used, the Character hates being injured. It hurts…it really hurts. The character incurs a –4 to all Fort saves and takes more damage when injuredXP Cost Result
450 Damage inflicted is increased +15% (round up) 650 Damage inflicted is increased +20% (round up) 1000 Damage inflicted is increased +25% (round up)
Physical Weakness:
Void if cybernetics is used to replace arms, legs, OR full body, the Character incurs a –2 to Strength permanently.XP Award: 700
Slow Healer:
An ability removed if full body prosthetics is used, the Character heals half the normal rate. Recovery takes twice as long and knockout recovers half as long.XP Award: 300
Slow Reflexes:
Void if cybernetics is used to replace arms, legs, OR full body, the Character incurs a –2 to Dexterity permanently.XP Award: 700
Unlucky:
Accident Prone, the character looses 2 Action points from her permanent pool.XP Award: 150
C L A S S E S
<Some of these classes are modified from D20 modern. No longer does one need to take a hero class. They no longer exist>
All classes have Computer Use (Int) as a class skill.
B O D Y G U A R D (d20)
Class Information:
The following information pertains to the Bodyguard class.Possible lifepath: Public Security, Military, Corporate Security. A bodyguard could work from the Prime Minister or the heads of the Ministries or even the Yakuza, guarding bosses.
Action Points: 6 + one-half character level, rounded down, every time the Bodyguard attains a new level in this class.
Class Skills: The Bodyguard’s class skills (and the key ability for each skill) are: Concentration (Con), Disguise (Cha), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill Points at 1st Level: (3 + Int modifier) x4 Skill Points at Each Level: 3 + Int modifier.
Table: The Bodyguard Class
Level
Base Attack Bonus
Fort Save
Ref Save
Will
Save Special
Defense Bonus
Reputation Bonus
1st +1 +1 +2 +0 Harm’s way +1 +0
2nd +2 +2 +3 +0 Combat sense +1 +1 +0
3rd +3 +2 +3 +1 Bonus feat +2 +1
4th +3 +2 +4 +1 Sudden action +2 +1
5th +4 +3 +4 +1 Improved charge +3 +1
6th +5 +3 +5 +2 Bonus feat +3 +2
7th +6 +4 +5 +2 Defensive strike +4 +2
8th +6 +4 +6 +2 Combat sense +2 +4 +2
9th +7 +4 +6 +3 Bonus feat +5 +3
10th +8 +5 +7 +3 Blanket protection +5 +5 +3
Class Features:
The following features pertain to the Bodyguard class.Proficiencies: Bodyguards are proficient with all personal firearms and with light and medium armor.
Harm’s Way: Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally.
The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.
Combat Sense: This ability allows a Bodyguard of 2nd level or higher to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action. At 8th level, the competence bonus increases to +2.
Bonus Feats: At 3rd, 6th, and 9th level, the Bodyguard gets a bonus feat. The bonus feat must be selected from the following list, and the Bodyguard must meet all the prerequisites of the feat to select it:
Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive, Combat Expertise, Combat Reflexes, Double Tap, Improved Brawl, Improved Feint, Improved Knockout Punch, Knockout Punch, Precise Shot, Quick Draw, Quick Reload, Streetfighting, Vehicle Expert.
Sudden Action: Once per day, a Bodyguard of 4th level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action.
Improved Charge: A Bodyguard of 5th level or higher can make a charge without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his or her direction when making a charge to avoid obstacles.
Defensive Strike: At 7th level, if an opponent makes a melee attack against the Bodyguard and misses while the Bodyguard is using the total defense option, the Bodyguard can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Bodyguard gains no bonus against an opponent who doesn’t attack the Bodyguard or against an opponent who makes a successful attack.
Blanket Protection: At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position. The Bodyguard spends 1 action point and takes a full-round action to issue orders and directions. Doing this provides the
Bodyguard’s allies with a +1 insight bonus to Defense for 3 rounds.
D A R E D E V I L (d20)
Class Information:
The following information pertains to the Daredevil class.Possible lifepath: Law enforcement, Public Security, Yakuza, Street Gang , Merc
Action Points: 6 + one-half character level, rounded down, every time he or she attains a new level in this class.
Class Skills: The Daredevil’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture) (Int), Perform (act) (Cha), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (5 + Int modifier)x4 Skill Points at Each Level: 5 + Int modifier.
Class Features:
The following features pertain to the Daredevil class.Fearless: A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.
Nip-Up: A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.
Table: The Daredevil Class
Level
Base Attack Bonus
Fort Save
Ref Save
Will
Save Special
Defense Bonus
Reputation Bonus
1st +0 +2 +0 +0 Fearless +1 +0
2nd +1 +3 +0 +0 Nip-up +2 +0
3rd +1 +3 +1 +1 Bonus feat +2 +1
4th +2 +4 +1 +1 Action boost +3 +1
5th +2 +4 +1 +1 Adrenaline rush
(one ability score)
+4 +1
6th +3 +5 +2 +2 Bonus feat +4 +2
7th +3 +5 +2 +2 Delay damage +5 +2
8th +4 +6 +2 +2 Adrenaline rush
(two ability scores)
+6 +2
9th +4 +6 +3 +3 Bonus feat +6 +3
10th +5 +7 +3 +3 Damage threshold +7 +3
Bonus Feats: At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it.
Acrobatic, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Brawl, Cautious, Dodge, Force Stop, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Mobility, Nimble, Spring Attack, Streetfighting, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert.
Action Boost: This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.
Adrenaline Rush: At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds. At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.
Delay Damage: Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.
Damage Threshold: A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
D R E A D N O U G H T (d20)
Class Information:
The following information pertains to the Dreadnought class.Possible lifepath: Public Security, Military, Yakuza thug, Law Enforcement, Merc Action Points: The Dreadnought gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills: The Dreadnought’s class skills are as follows. Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (3 + Int modifier)x4 Skill Points at Each Level: 3 + Int modifier
Class Features:
The following class features pertain to the Dreadnought class.Proficiencies: Dreadnoughts are proficient with all personal firearms and with all non-powered armor.
Fearless: The Dreadnought is immune to fear effects.
Stability: The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.
Unhindered: The Dreadnought treats any armor worn as though its armor penalty is 2 better.
Ability Surge: At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently.
The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense.
Table: The Dreadnought Class
Level
Base Attack Bonus
Fort Save
Ref Save
Will
Save Special
Defense Bonus
Reputation Bonus
1st +1 +2 +0 +1
Fearless, stability,
unhindered +0 +0
2nd +2 +3 +0 +2
Ability surge (1/day),
steamroller +1 +0
3rd +3 +3 +1 +2 Bonus feat +1 +0
4th +3 +4 +1 +2 Master defender (+2) +1 +1
5th +4 +4 +1 +3
Ability surge (2/day),
knockdown +2 +1
6th +5 +5 +2 +3 Bonus feat +2 +1
7th +6 +5 +2 +4 Master defender (+4) +2 +2
8th +6 +6 +2 +4
Ability surge (3/day), heavy
artillery +3 +2
9th +7 +6 +3 +4 Bonus feat +3 +2
10th +8 +7 +3 +5 Master defender (+6) +3 +3
Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the
Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.
Steamroller: Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.
Bonus Feats: At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it:
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency
(powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System.
Master Defender: Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th level.
Knockdown: At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC
= damage dealt) or be knocked prone by the force of the blow.
Heavy Artillery: Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.
E X P L O R E R (d20)
Class Information:
The following information pertains to the Explorer class.Possible lifepath: Military, Independent, Corporate, Merc.
Action Points: The Explorer gains a number of action points equal to 6 + one-half her character
Action Points: The Explorer gains a number of action points equal to 6 + one-half her character