D20 Modern: PSID Opps (Inactive)

Game Master Darkfire142

As agents of the Psionic Scientific Investigation Division, you are in the front line of a shadow war between rogue psionicists and alien threats. Only the PSID has the manpower and resources to protect mankind from these threats and keep the status quo.


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Shadow Lodge

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Ever since the dawn of humanity, there has been a rare few people who have weilded power that defied rational explination. These people were called by many names, witches, warlocks, sorcerers, wizards, wise men, gods. But whatever the case these inviduals became the basis of numerous legends that have spread throughout history. This power which these people weilded would later be classified as "Psionics".

Psionics was rare enough that most failed to acknowledge its existence. While some psionicists created pagan cults and religions most did not wield mastery enough than to pull off some minor tricks, many that could easily rationalized. A few governments did acknowledge these rare individuals and during the second world war both the Nazis and the Allies started their own programs harnessing these individuals. After the war and seeing the power of Psionics first hand, the PSID (Psionic Scientific Investigation Division) was founded. Knowing if the world knew about Psionics it would drive nations into utter panic it was decided that the existence of psionics would be kept under wraps. Psionics would be rounded up and monitored and any Psionic disturbances would be swept under the rug.

When drawing on the power of Psionics as an asset, it was discovered by the PSID that there was other threats to the world than just Psionic users. There was numerous alien races that have infiltrated society and secretly pursuing their own agendas. Many of these Aliens bearing powerful technology and/or psionic powers and thus were a danger to the world at large. Thus the PSID was forced to extend its operations to also counter the numerous alien threats that lie hidden from the world.

Fortunately for the PSID, Psionic users were extremely rare among the human population. Until the "Event" hit in the year 1990. A powerful solar flare struck the earth bathing the world in increased cosmic rays. While not immediately apparent the number of Psionic Users has increased tremendously. What is worse that some manifested dangerous and uncontrolled powers, allowing them to create psionic manifestations of their ID creatures. The PSID now must work to not only keep the existence of Psionics under wraps and fight against the alien threats but also deal with the increasing number of Psionic users with unstable psionic powers. Only the agents of the PSID stand between the world and utter chaos.

The Game:

The PC's of the game are agents of the PSID that have recently completed their training. Only the most competent of individuals who can survive the intense training regiments of the PSID can become agents. In addition this game is High-Psionics so certain homebrew psionic rules will be implemented into the game. Here is the character creation rules.

1. Stats:

Agents of the PSID undergo intense training regiments in mind and/or body. All PC's will be built on 36 point buy (Using normal d20 modern rules). You MUST buy ones stat at at least 16 or higher as your PSID training will seek to focus at least one of your attributes. Your characters must also be 18 years of age or older as the PSID will not put Minors into the field. Only humans can be played in this game.

2. Focus: Agents of PSID are either Normal Agents or PSI-Agents.

Normal Agents: Normal agents are specialized recruits of the PSID who lack any Psionic Powers. Instead they receive an intense training regiment to maximize their skills in the field. Normal Agents get the following benefit.

1. As Normal Agents are expected to deal with Psionic threats, during their training they are taught to bolster their resistance against psionic powers. Normal Agents get a +2 bonus on any fortitude, reflex or will saves versus psionic powers. They may NEVER gain any psionic powers, feats or classes. They also get Knowledge (Psionics) as a class skill.

2. Normal Agents rely more on enhanced natural ability rather than psionic powers. They receive two additional bonus feats at 1st level and every 4 levels gain 2 feats instead of 1 when they advance.

3. Normal agents are more trusted by the organization and gain a +2 modifier to any social based checks dealing with the organization.

Psionic Agents: PSI-Agents are Psionic users who have been trained by the PSID. They are vital assets but also a liability as those who have gone "rogue" have become persistent threats to the PSID. Psionic agents gain the following benefits.

Psionic Powers: PSI-Agents gain the Wild Talent feat. In additional they gain Autohypnosis (Wis) and Knowledge (Psionics) (int) as class skills.

On top of this, PSI-Agents gain psionic powers. They need to chose one of three focuses.

PSI-Warrior:


Dot

Sczarni

Interesting.

I will have to brush up on d20 modern though.

Shadow Lodge

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Disregard the 1st post of this thread as it crashed on me before I could fully develop the character creation rules. I decided to simplify things when it comes to character creation rather than homebrew a pile of classes. Now PC's will take an advanced class at 1st level disregarding any prerequisites. Psionic Characters MUST take a psionic class at 1st level.

Ever since the dawn of humanity, there has been a rare few people who have wielded power that defied rational explanation. These people were called by many names, witches, warlocks, sorcerers, wizards, wise men, gods. But whatever the case these individuals became the basis of numerous legends that have spread throughout history. This power which these people wielded would later be classified as "Psionics".

Psionics was rare enough that most failed to acknowledge its existence. While some psionicists created pagan cults and religions most did not wield mastery enough than to pull off some minor tricks, many that could easily rationalized. A few governments did acknowledge these rare individuals and during the second world war both the Nazis and the Allies started their own programs harnessing these individuals. After the war and seeing the power of Psionics first hand, the PSID (Psionic Scientific Investigation Division) was founded. Knowing if the world knew about Psionics it would drive nations into utter panic it was decided that the existence of psionics would be kept under wraps. Psionics would be rounded up and monitored and any Psionic disturbances would be swept under the rug.

When drawing on the power of Psionics as an asset, it was discovered by the PSID that there was other threats to the world than just Psionic users. There was numerous alien races that have infiltrated society and secretly pursuing their own agendas. Many of these Aliens bearing powerful technology and/or psionic powers and thus were a danger to the world at large. Thus the PSID was forced to extend its operations to also counter the numerous alien threats that lie hidden from the world.

Fortunately for the PSID, Psionic users were extremely rare among the human population. Until the "Event" hit in the year 1990. A powerful solar flare struck the earth bathing the world in increased cosmic rays. While not immediately apparent the number of Psionic Users has increased tremendously. What is worse that some manifested dangerous and uncontrolled powers, allowing them to create psionic manifestations of their ID creatures. The PSID now must work to not only keep the existence of Psionics under wraps and fight against the alien threats but also deal with the increasing number of Psionic users with unstable psionic powers. Only the agents of the PSID stand between the world and utter chaos.

The Game:

The PC's of the game are agents of the PSID that have recently completed their training. Only the most competent of individuals who can survive the intense training regiments of the PSID can become agents. In addition this game is High-Psionics and high action so certain homebrew psionic rules will be implemented into the game. Normal Hero Classes will not be used in the game. Instead everyone will start with a level in an advanced class, disregarding any prerequisites. Hero Classes will not be used in this setting.

1. Stats:

Agents of the PSID undergo intense training regiments in mind and/or body. All PC's will be built on 36 point buy (Using normal d20 modern rules). You MUST buy one stat at at least 16 or higher as your PSID training will seek to focus at least one of your attributes to peak performance. Your characters must also be 18 years of age or older as the PSID will not put Minors into the field. Only humans can be played in this game.

2. Starting Feats: All agents of the PSID receive the following feats for free ignoring any prerequisites due to skills learned during their training period.

Basic Weapon Proficiency
Personal Firearms Proficiency
Light Armor Proficiency
Improved Unarmed Strike

2. Focus: Agents of PSID are either Normal Agents or PSI-Agents.

Normal Agents: Normal agents are specialized recruits of the PSID who lack any Psionic Powers. Instead they receive an intense training regiment to maximize their skills in the field. Normal Agents get the following benefit.

1. As Normal Agents are expected to deal with Psionic threats, during their training they are taught to bolster their resistance against psionic powers. Normal Agents get a +2 bonus on any fortitude, reflex or will saves versus psionic powers. They may NEVER gain any psionic powers, feats or classes. They also get Knowledge (Psionics) as a class skill.

2. Normal Agents rely more on enhanced natural ability rather than psionic powers. They receive an additional bonus feat at 1st level.

3. Normal agents are more trusted by the organization and gain a +2 modifier to any social based checks dealing with the organization.

4. Normal agents start with an Advanced Class at 1st level, disregarding the prerequisites for the class. The following classes are available (These are out of the Core Book, Urban Arcana and Players Compendium 1 & 2).

Soldier
Martial Artist
Gunslinger
Infiltrator
Daredevil
Bodyguard
Field Scientist
Techie
Field Medic
Investigator
Negotiator
Dead Shot
Criminologist
Enforcer
Profiler
Survivalist
Bounty Hunter
Confidence Artist
Fixer
Hacker
Transporter

Psionic Agents: PSI-Agents are Psionic users who have been trained by the PSID. They are vital assets but also a liability as those who have gone "rogue" have become persistent threats to the PSID. Psionic agents gain the following benefits.

Psionic Powers: PSI-Agents gain the Wild Talent feat. In additional they gain Autohypnosis (Wis) and Knowledge (Psionics) (int) as class skills no matter what class you may multiclass into.

On top of this PSI-Agents gain psionic powers. At first level a psionic agent must take one of the following classes disregarding any prerequisites:

Battle Mind: http://www.d20resources.com/modern.d20.srd/classes/advanced/battle.mind.php

Psionic Agent: http://spellbooksoftware.com/d20mrsd/urbanpsiagent.html

Telepath: http://www.d20resources.com/modern.d20.srd/classes/advanced/telepath.php

5. Feats
As this setting will deal with both psionic and alien threats, certain feats from the following sources are allowed.

D20 Modern, D20 Urban Arcana (except magic/divine/racial feats), Players Compendium, Players Compendium 2 and D20 Future (on a case by case basis).

6. Skills: Skills are distributed as normal based on the classes you take. All PC's get 1 rank in Knowledge (Psionics) for free due to the training they receive.

7. Profession: Chose 1 profession to represent what you did before you did before joining the PSID.

8. Wealth Bonus and Gear: Roll 2d4+Profession bonus for personal wealth. It is assumed that PSID provides you a place to live, a standard vehicle and normal household amenities. All agents are given a Glock 17 (2d6 damage), a utility knife, a cellphone and a ear bud communicator. Any gear beyond this must be purchased out of your personal wealth or requested from the PSID as an "Asset". The PSID may also provide gear on a case by case basis for your mission.


Here is Zeva Rigas. Still a bit rough but I will put the final touches to the character soon.

Grand Lodge

dot


Very interested. This looks shiny.

Althoug, I can't tell what leve we're supposed to start at. I might be failing at reading, but I just can't see it anywhere.


So we aren't allowed to pick up basic classes at all? Fast hero makes for a good dip, (+3 ac & evasion or +5ft of move) and so might be useful. There are a couple of talents I wouldn't mind having spread out over the classes, too. And skills, both rank and class, although the class skills can probably be mitigated by taking the right occupations.

Do we count as always qualifying for all advanced classes, or is that a one-off for first-level purposes?

Do you have a rough estimate of how much combat we should expect, compared to social encounters, or other types of skill challenges/freestyle RP solution making?

Edit: Also, how do we determine Hp? I'm assuming max at first, then roll, but I think I'll create a first-level character I can adjust up if neccesary.

Shadow Lodge

Hello Dragon,

It seems you have a ton of questions. Indeed this is not going to be the typical game of D20 Modern so I will break down some more clarification for your characters.

1. All the PC's start as level 1 characters. You will start with max hit points for your level.

2. Players MUST chose an Advanced Class at 1st level. This represents the advanced training you received towards a role in a PSID team. Due to the specialized training that class has all prerequisites waved for that class only. You are free to multiclass into Hero OR Advanced Classes at higher levels but any further Advanced Classes you take must meet the requirements to represent training time to multi-focus your abilities.

3. The reason why I have set the game up this way is that Psionics in this setting will be a dangerous and prevalent threat. Using the core rules a character has to be a minimum of 4th level to pick up a Psionic Class. I want there to be NPC's who can take some threatening Psionic Powers even from level 1 hence the change in the game format. In addition, Psionic Powers can progress beyond the 5th level but it requires characters to be above level 10 in a psionic class so only the most powerful of individuals ever progress to such a stage. If the game does go beyond level 10, I will homebrew some advancement to gain further advanced psionic powers.

4. Social encounters will be a BIG part in this game. The PSID operates covertly and a good deal of the game will be investigation. Having a face for the group as you will have to deal with the public and at times facilitate social engineering and covers ups to keep any strange occurrences under wraps. There will be combat threats though but generally in the logical process of an investigation or an end-encounter with a threat. The world will operate somewhat like real life in that when bullets fly and combat breaks out people will notice unless you're in a place far away from bystanders. You also will often be restricted in what gear you may use. While PSID has and uses confiscated and converted Alien Technology, firing a Plasma Pistol in view of the public will get you a swift reprimand. Hence most agents of PSID use mundane weaponry in the field, except in dire circumstances.

5. The PSID has a wide range of governmental powers and only the upper echelons of government know of its existence. THe PSID often masquerades as other government outfits such as the FBI, CIA, Police or other official outfits. At times though agents may be required to go undercover and given false identities in order to perform a task that a direct approach would fail to alleviate. Normally, if your characters get arrested your release will be arranged and whatever record you have is expunged. Still it is not a "Get out of Jail" free card and most agents will be expected to a harsh debriefing after such powers are flexed. Thus it is advised that agents avoid making trouble with the authorities whenever possible.

Shadow Lodge

Here is a Breakdown of some threats you may face in the game and their mechanics.

Manifester: Manifesters are among the most dangerous new threats after the Event. A trained psionic can learn to manifest psionic powers, but Manifesters are those who have gained disharmony with their psionic potential thus manifesting their power outward rather than from within. Manifesters cannot use Psionic Powers. Instead their ID is manifested in physical form, typically venting the person's darkest emotions on those around them. ID manifestations often take the form of hideous nightmares, appearing as monsters of many shapes and forms. But no matter what the manifested ID monster will not directly cause harm to the manifester and if the manifester is threatened will violently defend itself from harm. However as the ID creature is a Psionic Manifestation of a person's mind, if the creator is killed so is the psionic manifestation. Simply knocking a manifester unconscious does not stop the effect but the PSID has developed a number of Anti-PSI drugs that when injected.

ID manifestations while physical often can be more resilient than physical beings. These traits vary depending on what is manifested (See creature type). As these creatures are creations of Psionic energy however, they do not leave bodies and vanish once their hitpoints hit 0.

Mechanics:

As Manifesters channel all their psionic energy into their ID creatures they are unable to use Psionic Powers. Instead they gain Summon Monster ability that can manifest at different levels of power. A manifester has a number of Manifestation points equal to their charisma modifier+character level. Each point functions as a Summon Monster 1. However for every manifestation point beyond the first ups the power of the summoning goes up by 1 rank. So spending 2 manifestation points summons a Summon Monster 2, 3 for a Summon Monster 3 and so on. Manifestations remain active for a number of minutes equal to the character level of the manifester+the number of manifestation points spent. Manifestation points recharge every 24 hours so long as the Manifester has time to have sufficient rest they can maintain a dangerous force to be reckoned with. Most manifesters often use this power reflexively but some have trained themselves to manifest these creatures at will. Only NPC's may become Manifesters as the PSID has decided that Manifesters are far too volatile to employ as agents.

Mindwreckers: The "Mindwrecker" classification falls to rogue psionic users who use their powers toward chaotic and/or criminal ends. Unlike manifesters the Mindwreckers have full control of their Psionic Abilities. The unfortunate part is that they are usually mentally unstable and use their powers selfishly and without restraint. Some might go wild unleashing bolts of fire or electricity on those that provoke their eyre. Others manifest crippling mind control powers that can bend people to their will or drive them insane. Mindwreckers are aggressively hunted by the PSID for their antics not only threaten the lives of those around them but also risk exposing the existance of psionics to the world.

Mechanics: Mindwreckers have levels in Psionic Classes. What powers they manifest varies from person to person. Some may be focused on combat based psionics while others may use more subtle or overt mind control techniques. Nonetheless, Mindwreckers are a dangerous threat that the PSID faces.

Shadow Organizations: There are numerous shadow organizations that make use of Psionic abilities for their own ends. Agendas vary depending on the motivations of these groups but most if not all are considered "Rogue" by the PSID. Unlike the Mindwreckers however they tend to act less overly and often times can cross paths with the PSID in their efforts. Some Shadow Organizations also have been known to traffic in alien technology, either using the technology themselves or selling it on the black market to the highest bidder.

Mechanics: Shadow Organizations make use of mundane, psionic and/or technological assets and personnel. Some work the black market while others may work under a guise of a legitimate organization. Shadow Organizations are an insidious threat as they often work under the radar of the PSID and its operatives.


Looks good. I was thinking I'd make a telepath who used its metal abilities in combat, but it turned out to be the purview of battleminds, who don't have enough pp to use it as a dedicated combat style.

I'll have the character rely on guns for combat. Or maybe change to Battle Mind, or Psionic Agent, for that matter.

The opening post refers to Improved Unarmed Strike. Did you mean Combat Martial Arts or Brawl?

Edit: "metal abilities"

Meant mental, of course, but that is one funny error.

Shadow Lodge

Ah right, Combat Martial Arts is the feat as all agents receive self-defense training. And if you want to be a combat based the Battle Mind seems the way to go. I wish I could incorporate the Pathfinder Dreamscarred press classes into the setting but it would be hard for it to work with the existing classes.

Sczarni

Wealth: 2d4 ⇒ (4, 4) = 8

Dark Archive

Ooooo. D20 Modern! Nice!

It looks like we already got a soldier, so I'll make...hmmmmm, either a Bodyguard. Oh, or a Combat Medic. We'll probably need one of those.

If not one else makes a faceman, though, I could make a Negotiator. I'll wait and see what roles we need.

Is there a deadline for this thread? Or are you just looking for a certain number?

Also, Metal abilities: =) https://www.youtube.com/watch?v=W4YepOtPh2Q


Here's my Field Scientist, Christopher Warren

Christopher Warren

Spoiler:
Christopher Warren

Male Human Field Scientist 1

CG Medium Humanoid (Human)

Init: +2; Senses:Spot +2, Listen +2

DEFENSE:

Defense 16 Touch 16 Flat-Footed 10 (Dex +2, Int +4, Defense +0)

HP: 10 (1d8+2)

Fort +3 Ref +3 Will +2 (+2 vs Psionics)
Massive Damage: 14

OFFENSE:

Speed:30

Melee: unarmed strike +0 (1d4)

Ranged: Glock 17 +3 (2d6) Ammo: 17

STATISTICS:

Str 10 Dex 14 Con 14 Int 18 Wis 14 Cha 10

Base Atk 0

SQ: Smart Defense

Feats: Combat Martial Arts, Basic Firearms Proficiency, Personal Firearms Proficiency, Light Armor Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Precise Shot

Skills Computer Use +9, Craft (chemical) +6, Craft (electronic) +6, Craft (mechanical) +6, Craft (pharmaceutical) +6, Craft (structural) +6, Demolitions +8, Disable Device +8, Drive +4, Investigate +6, Knowledge (physical sciences) +6, Knowledge (technology) +6, Knowledge (psionics) +5, Pilot +4, Repair +8, Research +6, Search +8, Speak Language (4: German, Portugese, Mandarin, Korean)

Languages:English, Spanish, French, Russian, Japanese
Gear: utility knife, Glock 17, cellphone, earbud, concealed carry holster, Glock magazine (2), penlight, standard binoculars, car opening kit, lockpicking set, multipurpose tool, steel handcuffs, zip ties (25), aluminum travel case (10lb capacity), range pack (standard), chemical light sticks (10), windbreaker, fatigue jacket, tool belt

Profession/Wealth: Technician, 11 (8+3)

Backstory:

Spoiler:
Christopher showed strong promise in his high school and undergraduate days, breezing through advanced science classes, computer engineering, and other technical subjects. The PSID had eyes on him from an early age, knowing his inherent curiosity and engineering acumen could prove a valuable resource for the Department in future days.

Receiving several grants, scholarships, and work fellowships, Christopher was groomed and pointed towards governmental research and field science early on in his graduate work. Operating through blind companies, DARPA research grants, and the like, the PSID “poached” this promising young scientist straight out of school following his PhD defense (“A Method to Provide Superconduction in Copper Wire at Non-Supercooled Temperatures”) from MIT. Exposed to the “truth” of the world, Christopher took to the physical training with the same gusto he had applied to his studies, and looks forward to finally being a part of the “solution.” Having access to strange, advanced, and potentially illegal technology without much constraint or oversight is just the icing on the cake for the curious young man.


Yeah, that was totally what I was reffering to.
Without a doubt :)

I think I might make a Bounty Hunter, actually. Will probably pick up the Power Resistance feat from the player's companion, if that's allowed. She'll be able to stand in for face, at least a little bit. Not as dedicated a face as the telepath I'm still brewing on though.

Is someone submitting a soldier with an int of at least +3? Otherwise I might do that instead. I had a character go Smart 2/Fast 2/Field Scientist 2/Soldier 4 once. It was good times, if a little low on BaB. People loved the to hit buff when it finally came online. That and exploit weakness was cool.

Anyway, wealth:

2d4 ⇒ (3, 1) = 4


Wealth: 2d4 ⇒ (2, 4) = 6


I'm definitely interested in this. I'm brand new to play-by-post, but familiar with d20 Modern.

I'd like to play Theodore Higgins, a retired criminal investigator and amateur ufologist who finally made it into the agency.

Class: Investigator

Shall I put together the full PC stat block then? Sorry, new to this...

*edit* class changed to investigator

Dark Archive

Very Interested just can't access a lot of the Advanced classes, or I just can't find them since I don't have both player companions.

Wealth 2d4 ⇒ (2, 4) = 6

Will have a character up and ready in a jiffy.


Alright, character done and ready for your consideration.

Dark Archive

Any tips for an Military character with the advanced class Soldier?

How does equipment section works? I always find it strange somehow.

Dark Archive

Hey Deiros. =)

Here's a helpful reference for all things D20Modern: http://www.d20resources.com/modern.d20.srd/

Should we just make an all-soldier party and see how it goes? :p

Shadow Lodge

Christopher Warren looks good so far. Just I would probably buy some more Knowledge based feats. There is no Basic Firearms Proficiency feat by the way. There is only the 3 firearms style feats. Personal Firearms covers most Pistols and Longarms, Exotic covers big guns and rocket launchers and Alien Weapon Profiency covers alien weaponry (Converted Alien Tech uses either Personal or Exotic depending on the weapon). You might want to put some of your feats into knowledge-based abilities if you're a field scientist. There is also archaic weapon proficiency but PSID is a high-tech organization so does not commonly give such weapons as allocated gear.

As for party build, each PC will have a different specialization in the group. So I would prefer that there is no duplicate classes. The group will probably need face (To deal with the public and facilitate cover ups), an investigator to analyze and follow clues, at least ONE psionic class to fight Psionic threats on their terms (This could fill a dual-role), a combat character who can dish out damage in a fight and a Tech-Opp to deal with technological and scientific problems.

As for recruitment, I will give this game about 2 weeks for recruitment and decide what PC's would fit best for the group.

As for starting feats, all PC's should have 2 starting feats (One base and one for being human). Non-Psionic agents have 3 starting feats while Psionic agents automatically have the Wild Talent feat instead.

Psionic Characters also treat Psicraft as a class skill no matter what they multi-class into.


Perhaps the srd I was referencing was out b of date.

Re: "knowledge feats", what did you have in mind? The "builder" or "gearhead" +2/+2 ones? Or something else?

Shadow Lodge

The +2/+2 ones or a Skill Focus feat would be appropriate for a knowledge/skill based feat.

As for action points you should start with 6 action points for your characters. Other than through leveling up, PC's recharge 1 action point per night of rest. This is to make sure that PC's won't run dry of Action Points between levels as many advanced classes have abilities fueled by Action Points. I may also reward action points for doing cool stunts or good roleplaying as well.

Sczarni

I belive you mentioned that Normal Agents receive an extra bonus fest at 1st level.

So that should be 1 from regular, 1 bonus from human, and 1 additional from being PSID agents, along with the armor, weapon, and martial arts bonus feats, correct?

Shadow Lodge

Dotting for now. Gunslinger and Martial Artist sound interesting.

Edit: I can't find the point buy rules anywhere. Are the values the same as Pathfinder?

Shadow Lodge

Yes Psionamster. All agents get the following for free:

1. Unarmed Combat Training (Combat Martial Arts)
2. Weapon Training (Basic weapon proficiency & Personal firearms proficiency)
3. Armor training (light armor proficiency)

Non-Psionic agents get an additional bonus feat at 1st level reflecting additional training. Psionic agents get the Wild Talent feat as instead of getting trained in that feat they get Psionics training.

Anything beyond the feats you need to spend feats to get as this represents training above the normal basic regiment.

I am considering extending the list of Psionic Powers for the 3 psionic power classes to improve the versatility.

Battleminds may take psionic powers from the Psychic Warrior class (3.5)

Telepaths may take psionic powers from the Psion Class (3.5) Telepathy list.

Psionic Agents can take psionic powers from the Wilder List (3.5)


I don't see a mention for a Field Medic yet, though I'll default to Atlas if they're planning on making one.

Otherwise I'll be altering Zaviera Zamora for those purposes.

Shadow Lodge

Meh, it looks cool, I'll make a telepath.
Still, I need to know, what are the Point Buy values? I know it's a 36 PB.
I'm also confused about wealth, we do add our Profession bonus right? That's what it says but I haven't noticed it happen.

Partial Statblock Xavier Geels:
Xavier Geels
Male Human Telepath 1
Neutral Good Medium Humanoid (Human)
Feats: Light Armor Proficiency, Combat Martial Arts, Personal Firearms Proficiency, Simple Weapon Proficiency, Trustworthy, Wild Talent, Heroic Surge.
That's all I can do right now, I need the rest of the information andI can't find it on the SRD.


I'll just note that d20M uses an approximation of 3.0 psionics, not 3.5e.

crunch, the point buy values are the standard d20 ones.

In case you aren't familiar with those:

8 base (no defined rules for anything below 8)
9-14 1 pt/pt
15-16 2pts/pt
17-18 3pts/pt

Edit: Profession bonus is added to wealth as a houserule of the DM. Normally it's 2d4+modifiers, one of which is usually occupation and another is having ranks in profession, as I recall.

Sczarni

That's correct. Occupation adds a flat bonus and ranks in profession (even 1) adds another +1 to starting wealth.


However, if we're adding our profession bonus I don't believe there'll be an additional +1 from having ranks in the first place. The occupation bonus probably stays.


Actually, with the updated power list, I believe I'll go with the telepath I was thinking of earlier.

Dark Archive

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Rhune McHern

Background

Spoiler:

Rhune grew up in the small city of Cork, Ireland. His parents traveled to Syracuse, NY when he was 8 and had some problems adapting at the beginning, his father worked for a manufacturing company. Something that Rhune never enjoyed or saw as a promising future. At age 18 he graduate of high school and enlisted into the ARMY for 3 years to escape the boring life of his house. After his first year and all his training, he was deployed to Camp Marmal Afghanistan, where he served under the 277th Aviation Regiment for a 11 month tour. During his deployment his unit came into contact with a strange enemy, from which Rhune was of the lucky survivors. After his 3 years contract he was offered an invitation to continue his services under the government.

Rhune went through all the grueling tests and many of the people he befriended there didn’t make it in the end only a select few passed and he was one of them. At the end he was to what really happened in Afghanistan to his men for which only cold determination and vengeance for his men was enough to fuel his drive to kill them and use his new training and tools to bring peace to the restless souls of his men.

General Personality
Rhune has a sense of fun, a willingness to do almost anything, and he delights in eating and drinking all kinds of things. Where ever beer flowed and meat was roasting, there was Rhune, making friends. His like of drink and his strength meant that Rhune could find himself in trouble after all it’s a very irish thing to do, he might not be the most charming man but he is quick witted and smart, sometimes he acts tough and is somewhat blunt.

Sheet

Spoiler:

Male Human (Normal Agent) Soldier 1
LN Medium humanoid (human)
Occupation Military /+1 Wealth
Init +2; Senses Listen +5, Spot +5, Search +2
Action Points 7 Reputation Bonus +0
Wealth 7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+1 Defense Bonus, +2 Dex)
HP 12 (1d10+2)
Fort +3, Ref +3, Will +2 (+2 vs. Psionics)
Massive Damage 14
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +3 (1d4+2), Unarmed (Non-lethal) +3 (1d6+2)
Ranged Beretta92F +3 (2d6/x2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 14
Base Atk +0
Feats Brawl, Simple Weapon Proficiency, Combat Martial Arts, Endurance, Point Blank Shot, Personal Firearms Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Weapon Focus (Beretta 92F),
Skills Climb +3, Demolitions +4, Drive +4, Jump +3, Intimidate +4, Knowledge (Current Events) +3, Knowledge (History) +4, Knowledge (Popular Culture) +3, Knowledge (Psionics) +5, Knowledge (Tactics) +4, Listen +5, Navigate +5, Profession (Soldier) +5, Read/Write Language (German) +3, Speak Language (German) +3, Spot +5, Survival +4, Swim +3
Languages English, Gailge, Farsi
Other Gear PSID Fatigues, Beretta 92F, Magazine (2), Cell Phone, earbud, contractor’s field bag, standard pack, windbreaker, chem lights (5), compass, Flashlight, road atlas, mesh vest, illuminator, hip holster, Harley Davidson “Fat Boy” (used)
--------------------
Special Abilities
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PSID Lore: Knowledge (Psionics) +1
PSID Combatives: Simple Weapon Proficiency, Combat Martial Arts, Personal Firearms Proficiency, Light Armor Proficiency
PSID Allegiance: +2 bonus on social based skills vs. PSID
PSID Resistance Training: +2 save bonus vs. Psionic Powers.

Shadow Lodge

Deiros, one of your scores must be 16+ I believe. Just thought you should know.


I reccommend Int, counterintuitively enough. The fourth level ability makes that stat surprisingly important.

Otherwise, Dex is always good on a ranged combatant.

Shadow Lodge

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Arright, thanks for the information guys.
Wealth: 2d4 ⇒ (4, 4) = 8

Xavier Geels:
Xavier Geels
Male Human Telepath 1
Neutral Good Medium Humanoid (Human)

Defense
Defense 12, Touch 12, Flat-Footed 10 (+2 Dex) (I won't add armor bonuses yet)
HP 8 (1d6+2)
Fort +2, Ref +2, Will +3

Offense
Speed: 30 ft.
Glock 17 +2 (2d6)
Unarmed Strike +0 (1d4)

Statistics
Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 18
Feats: Light Armor Proficiency, Combat Martial Arts, Personal Firearms Proficiency, Simple Weapon Proficiency, Trustworthy, Wild Talent (Far Hand 3/day), Heroic Surge.
Skills: Autohypnosis +5, Bluff +8, Diplomacy +10, Gather Information +10, Concentration +6, Knowledge (psionics) +2, (2 ranks in Speak Language and Read/Write Language)
Languages: English, German, Russian.
Reputation Bonus: +1
Power Points: 9
Powers Known: Missive (0, DC 14), Burst (0), Daze (0, DC 14), Lesser Mindlink (1, DC 15)


Now drawing a blank on how to purchase equipment. Well, it had to be something.


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Note: Glock 17s are considered Mastercraft +1, and alignment isn't a thing.

Here's a very incomplete alias for Sarah Cortez. She's built a lot like Xavier Geels, except she can kill people (but mostly goats, so far) with her mind.

Dark Archive

My bad, I'll dump Charisma as usual and get that 16.

Int 16, Cha 10

4th level ability?

I thought you needed a 16 only if you are a Psion.


Deiros wrote:

My bad, I'll dump Charisma as usual and get that 16.

Int 16, Cha 10

4th level ability?

I thought you needed a 16 only if you are a Psion.

Actually, I'm sorry, outdated advice. In early versions of the core book (which is the one I have) the "tactical aid" ability gave you a bonus the size of your intelligence bonus, not +1. That made int really important for soldiers, as it was basically an extra helpin of dex for the whole party.

In the current version, you don't really need int. I'd reccommend dex instead, but strength or con could be fun too.


Here's my submission for a Field Medic.


Zaviera Zamora wrote:
Here's my submission for a Field Medic.

Hmm. That's a pretty strange name. Anyway, there are some subtle differences between pathfinder & d20modern.

There's no favored class bonus, cmb or cmd. Further, you get four times as much skill ranks at first level, and can put up to lvl+3 ranks in each skill.

You also get two more feats than is noted on that sheet.

Shadow Lodge

Good to see more interest in the game coming along. Anyway for another treat, here are some of the Alien threats that the PSID has identified.

Eloile: Eloile are alien probes sent from a species yet to be identified. These probes are only 1 foot tall and 6 inches wide with a spindle shaped body and a number of tines and blades, some that can extend into extendable metallic tentacles with dexterous pinchers. While they may not see very threatening at first sight, the Eloile are a very insidious threat.

The Eloile can remotely control machines powered by electricity as well as use use their own power source to power such machines even if there is no electricity present. They can also interface with computers allowing them to use human networks to gather information for their own purposes. They can communicate telepathically with creatures it can see at a range of up to 200 feet. In combat the Etoile defend themselves by striking out with their tentacles using a potent electric shock. The metal they are made of is very resilient and they have a perfect flight speed and very dexterous, thus are difficult to harm despite their size. The most dangerous ability of the Eloile is that it can inject a target with an Alien Nannite Virus. This virus attacks the host's DNA, replacing it with a living metal alloy. Once the disease runs its course, the person becomes a Sand Slave, a Cyborg with absolute loyality to the Eloile and with extraordinary abilities and resistances. Once someone becomes a Sand Slave, there is no cure for the condition. The PSID see the Eloile as an extreme threat to humanity and are swift to act when their involvement is discerned.

Fraal: The Fraal, or "Greys" as they are known are a race of aliens that have interacted with humans for decades. The Fraal are a psionically powerful race and every Fraal has psionic powers that equal if not exceed the most powerful Psionic-Users on earth. Fortunately the Fraal appear at least on the surface to be on the side of humanity. Their presence in the solar system has apparently prevented a number of alien races from invading earth, at least according to their communications. The Fraal have at times provided intelligence on other alien races as well as advanced technology to humanity to allow humanity to better defend itself. Still despite their so called benevolence there is a more sinister side to the Fraal. The Fraal have been known from time to time to abduct humans from earth for purposes one can only fathom. This can sometimes bring the Fraal into conflict with the PSID or other organizations.

Shadow Lodge

Gardhyi: The Gardhyi are a mysterious humanoid appearing alien race that acts with a subtly which makes them difficult to detect. The Gardhyi are human sized with grayish skin, pupiless eyes and six fingers and six toes. With some minor applications of makeup with pair of sunglasses, trenchcoat and a wide brimmed hat they can be mistaken as human except under close scrutiny. Beyond this all Gardhyi have Psionic powers including an unique ability to bend light in a location creating intense shadows that further conceal their features. The Gardhyi are experts in espionage, sabotage and assassination and rarely face their foes in a direct fight. While they may have some small high-tech devices, they rarely use Alien Weaponry in the field, preferring to use human weapons to better protect their cover. It is believed the Gardhyi are scouts for their race, seeking to gather intelligence on earth for reasons only some can guess.

Kroath: The Kroath are an alien race that makes extensive use of bizarre biotechnology. No one knows what they truly look like as all that have been seen are encased in a suit of bulky biological armor. When a Kroath is incapacitated or killed, the suit automatically produces a powerful Bio-Acid that dissolves the suit and the occupant within into a pile of chemicals. Kroath battle suits are walking killing machines. They use powerful bio-plasma weapons that can disintegrate objects at range and in melee make use of deadly claws and lethal filament chains. Their suit itself is and quickly heals any damage significant enough to harm it. As for the agenda of the Kroath, that can only be speculated. At times they have provided aid to a number of Shadow Organizations however.

Mothfolk: Mothfolk are a strange race that appear as insectoid creatures with a humanoid shape. It is believed their existence is a result of an alien migration to earth. Nonetheless they usually reside in the wilderness and rarely if ever enter human settlements. Still sightings of Mothfolk have sparked a number of urban legends. All Mothfolk have some degree of psionic powers and typically use them to better hide in the wilderness. They also keep their numbers small as to avoid drawing attention to themselves.

N'sss: The N'sss are an alien race from some unknown Gas Giant. As they are not evolved to survive terrestrial atmospheres, they instead drive on earth in fully enclosed pods. N'sss pods are heavily armed and armored wielding Render weapons that shoot sprays of metallic needles and other advanced alien technology.The N'sss agenda appears to be study the planet earth and take samples of plant and animal species for studies. However their studies at time also involve taking live test subjects which allows them to cross paths with the PSID and other government organizations.


The Dragon wrote:

Hmm. That's a pretty strange name. Anyway, there are some subtle differences between pathfinder & d20modern.

There's no favored class bonus, cmb or cmd. Further, you get four times as much skill ranks at first level, and can put up to lvl+3 ranks in each skill.

You also get two more feats than is noted on that sheet.

Oops.. I forgot that the last D20 game I was in on here "pathfinderized" some of the clutter that was the old 3.0 system that D20 was based on. I was modifying the character from that basis, and thought something looked weird. Thanks for pointing that out, it's been a while since I've cracked my D20M books open.


The Black Shadow wrote:
Fraal: The Fraal, or "Greys" as they are known are a race of aliens that have interacted with humans for decades. The Fraal are a psionically powerful race and every Fraal has psionic powers that equal if not exceed the most powerful Psionic-Users on earth. Fortunately the Fraal appear at least on the surface to be on the side of humanity. Their presence in the solar system has apparently prevented a number of alien races from invading earth, at least according to their communications. The Fraal have at times provided intelligence on other alien races as well as advanced technology to humanity to allow humanity to better defend itself. Still despite their so called benevolence there is a more sinister side to the Fraal. The Fraal have been known from time to time to abduct humans from earth for purposes one can only fathom. This can sometimes bring the Fraal into conflict with the PSID or other organizations.

That reminds me, I've been wanting to set a d20 modern game in the setting of Jupiter Ascending for a while now. It seems like rich material.


Actually, does the augment system carry over on the imported powers from 3.5e? I've been assuming it does, but you never know.


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Alright, this should be a bit more in-line with the starting specifications, of which I'm assuming that they're semi-new to field work with the PSID? All that remains is Equipment.

Shadow Lodge

Ok reviewing the Psionics system for d20 Modern I can see that its a piece of garbage. It is far more underpowered than I am looking for in my game. The 0th level powers are a joke and most of the psionic classes don't get any real psionic powers until higher levels.

Now there is two options I am considering. Option 1 is to use D&D 3.5 psionics while keeping the classes base abilities the same. So Powers Known and Maximum Power Level Known would be used rather than a psionic progression system. All class features and power point advancement remain the same however.

The Telepath would use the Psion advancement.
The Psionic Agent would use the Wilder advancement.
The Battlemind would use the Psionic warrior advancement.

The second option would be to scrap the entire system and use another supplement called Restless Dreams to work psionics. This gives 6 different disciplines that give different abilities. The psionic types in the book are:

Egoist: Specialize in Psychobiology, using healing and body enhancement powers.

Kineticist: Specialize in Psychokinetic powers, allowing them to manipulate force and use mind over matter.

Nomad: Specialize in Psycokinesis powers involving superhuman movement and enhanced reflexes.

Seer: Specialize on Clairvoyance powers, allowing them to see long distances and gather information about the future and the past.

Shaper: Specialize in Metacreative powers, using psionic powers to reshape matter and create objects.

Soul Knife: Focus on shaping and controlling a mind blade.

Telepath: Specialize in Telepathy powers, manipulating and controlling the mind.

This uses a more simplified version of psionics where there is a common list of powers as well as some unique powers that certain groups can learn.

So what seems to perk people's interests?

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