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MODERN ORGANIZATIONS:

CRIME AND PUNISHMENT


by Stan!
Editing: Rich Redman Layout and Typesetting: Marc Schmalz
Creative Direction: Stan! Cover Design: Marc Schmalz
Proofreading: Vincent Szopa Cover Art: Jacob Elijah Walker
Art Direction: Stan! Interior Art: Zak Hennessey

Contents
Introduction ................................................................ 2 The House of Dusk .................................................. 13
What is in This Book? ................................................. 2 Go For the Jugular .................................................... 15
How to Use This Book ................................................. 2 Unseen Hand............................................................ 15
Crime & Punishment................................................... 3 Hyung, ADonna & McCormick ................................. 17
The Dimitriano Group ................................................. 3 The Rule of Law ....................................................... 18
Greasing The Wheels .................................................. 5 The Lords of Agony ................................................. 19
The Dwyer Commission .............................................. 6 Mob Tactics .............................................................. 22
Dynamic Action Points ................................................ 8 The Shield of Justice(The Shield of Retribution) 23
The Felt Flophouse .................................................... 9 Firepower................................................................. 25
Pure Luck ................................................................. 12 Appendix: Open Game License ............................... 26

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Introduction
Perhaps the most natural instinct for human beings is to gather How to Use This Book
into groups. Think about the number of groups the average Modern Organizations: Crime & Punishment is intended for use
person belongs toa family, a collection of friends, a religious by both GMs and players, although each will use the book in
congregation, a work group, one or more graduating classes, different ways.
plus any number of professional organizations (unions,
steering committees, advisory boards, etc.) and social groups For the GM
(fraternal orders, book clubs, sports teams, etc.). In its very Modern Organizations: Crime & Punishment is designed
nature any roleplaying game hinges on its own unique type of to be a toolbox for the GM to use in building and running
groupthe adventuring party. a campaign. It presents a wide array of characters,
Any campaign even vaguely set in our modern world organizations, and optional rules that you can use to save
must, by default, contain dozens or hundreds of groups. yourself precious time and give your campaign just the flavor
Some of these the GM will define in the process of creating you want.
the campaignvillainous groups, support organizations, law Perhaps the most important thing to remember, though,
enforcement agenciesbut others will be virtually invisible is that you do not have to use all the material in Modern
until they suddenly are involved (perhaps even required) for a Organizations: Crime & Punishment. In fact, you dont even
specific adventure. Then the GM will have to quickly generate have to use all the details within any organizationchange
them or simply ad lib the encounter. them to suit your needs. (For the sake of game balance,
Modern Organizations: Crime & Punishment takes at least however, we do recommend that you use each supplemental
some of the pressure off the GM by providing ready-to-use rules sidebar as written or leave it out entirely.) Pick
organizations that are applicable across a broad range of modern and choose what is right for your campaign. Rename an
campaign styles. Not every group mentioned in this book will be organization. Take a thematically important GM character and
right for every campaign, but each GM should be able to find a attach her to an organization of your own devising.
use for seventy-five percent of the material in this book.
For the Player
The first thing you should find out is which parts of Modern
What is in This Book? Organizations: Crime & Punishment your GM plans to include
The material in Modern Organizations: Crime & Punishment in the campaign. Then you should read (or avoid reading)
focuses on those who commit criminal acts and the forces whatever sections he identifies so that you understand all the
dedicated to bringing lawbreakers to justice. This material ground rules for the game.
falls into two broad categoriesOrganizations and Beyond that, though, you can still make use of remaining
Supplemental Rules. information that will not be part of your campaign. Use it as
a guide to what sort of organizations are in any worldwhat
Organizations types of groups your heroes can try to meet, avoid, or even
These are the meat of the bookgroups that the GM can place found. Use the characters and situations as inspiration for
into the game exactly as described or tinker with them so that developing your own heroes and shaping their attitude toward
they more closely fit the needs of the campaign. Often a group the forces arrayed against them.
will come with a pre-generated character or game statistics for
a typical member of the groupready-to-use GM characters The Most Important Organization
that can be added to any game. No matter what material you use or ignore in this volume,
always keep in mind the needs of the most important
Supplemental Rules organization of allyour gaming group. Modern
In addition to the groups and the GM characters, there are Organizations: Crime & Punishment is intended to enhance the
areas of boxed text throughout this volume that present experience of your modern d20 System game. None of the
supplemental rules material for use in any modern d20 System groups or rules within this book matter at all unless they help
game. These rules are thematically linked to the organization you to enjoy the game.
near which they appear, but they can be used in a game even if
the group is not.

2
Crime & Punishment
Most modern d20 System campaigns have a strong focus on members of the House of Dusk or be faced with stopping one
criminal activities. The heroes generally are either trying to of its highly trained assassins. They may be taken from their
prevent or commit illegal acts of one sort or another (whether usual work and assigned to the Dwyer Commission or belong to
the specific law is local, federal, international, or moral will the group that the task force is charged with stopping (perhaps
vary drastically from campaign to campaign). As a result, a the Lords of Agony).
great many of the organizations that the heroes interact with Whichever side of the law the heroes find themselves on,
will also have particular interests in crime or crime fighting. though, they should never forget that in a world of action and
The groups and individuals detailed in this chapter can intrigue, a person is often measured by the quality of his or
serve as friends, foes, or expert resources for heroes on either her opponents.
side of the war on crime. For example, the heroes may be

The Dimitriano Group


Solomon Dimitriano is a true American success story. Born conglomerate, bought new companies to serve as shells, and
the day his parents arrived in this country, he literally began started expanding. His success was quickly noticed by the
life without a penny to his name. His father made a living as local organized crime dons, who began coming to Solomon for
a sanitation worker for fifteen years before being killed as a advice and assistance in rearranging their own holdings. Soon
bystander during a grocery store robbery gone bad. In order to he was taking a small cut from almost every illicit operation in
keep his family afloat, Solomon followed in his fathers footsteps town. And although it was possible to tie him professionally to
but he also attended night school, eventually earning an MBA. all sorts of suspected criminals, his dealings all seemed to be
He combined his education and his work ethic to buy a series above board and completely legal.
of failing small businesses and turn them all into profitable Things got especially interesting when a new mayor was
companies, eventually purchasing (or driving out of business) all elected on a get tough on crime platform. Suddenly all the
local competition. Later, as he began to invest in real estate and crime lords found themselves facing dogged investigation.
the stock market, Solomon was able to parlay his small collection Try as they might, though, the authorities were never able
of properties into a financial empire: the Dimitriano Group. Now to connect Solomon or the Dimitriano Group to any illegal
he sits on the boards of several major conglomerates and is a activities which, in turn, increased the amount of business
personal advisor to a cadre of local and national politicians. that the dons threw their way. By the time the crusading mayor
Thats the official version of Solomon Dimitrianos life was voted out of office, two-thirds of the illicit economy
the truth is a good deal more convoluted, and decidedly less passed through Solomons hands. Although he technically had
ethical. The fact of the matter is that Solomon heads one no ownership over any of the ventures, he held a complete
of the largest organized crime syndicates in the country, stranglehold on virtually all local organized crime.
perhaps the world. In recent years, Dimitriano has used his financial leverage
Solomons father was a sanitation worker, but he made most to arrange it so that particular gangs and dons control
of his living as a collector for a local loan shark, and his death particular aspects of the underworldthey all know that they
was not accidental. In fact, the grocery robbery was just a cover owe their current success to Solomons influence, and they
for a rival loan sharks bid to take over the territorythe elder likewise know that their fortunes will quickly and dramatically
Dimitriano was simply a convenient symbolic target. Solomon reverse if they cross him. None of the Mafiosos understand
followed his father into both his lines of work. However, unlike the complex series of shell corporations, partnerships, and
his father, the young Dimitriano had ambitions to be more sub-contracts that insulate Solomon from legal culpability, but
than just hired muscle. He started as a collector, but worked they know that it works.
his way up the organization, becoming the loan sharks right A series of Attorney Generals have tried to find a way to
hand man. All the while he continued his education and applied bring charges against Dimitriano. All have failed and managed
modern financial theories to the business of racketeering with to ruin their political careers in the process. The Dimitriano
phenomenal success. Solomon then used his money to buy Group is a completely legitimate conglomerate and Solomon
failing businesses to use as shells for money laundering. Dimitriano is an honored member of the business community.
Unexpectedly, though, Solomon was able to turn the But rumors persist that Big Solly D is the man pulling the
businesses around and make them profitable. It turns out strings on all local organized crime. He is so well insulated,
that his mind was equally adept at conventional and illicit though, that he is more than a teflon donhes a ghostly
business planning. He reorganized his holdings into a godfather, so untouchable its like he isnt even there. 3
Crime and Punishment
Using the Dimitriano Group being the fall guy). It will be impossible to draw a conclusive
Because it functions on several different levels of legitimacy, link between the activities and the larger conglomerate.
the Dimitriano Group can fill two or more niches in a campaign. Indeed, the minute illegal activities are revealed, the Dimitriano
First, the organization is a massively successful Group legal team will begin moves to shut the guilty subsidiary
conglomerate. The corporate logo can be a ubiquitous part down and proactively cooperate with the authorities.
of the local scenery, found on trucks, boxes, bags, articles of Over time the heroes may be able to uncover a pattern of
clothing, and buildings all over the city or region. Solomon behaviornew front companies being added as quickly as old
Dimitriano can be a local celebrity, seen at all the most exclusive ones are removed. Often staff that is laid off from a firm that is
events, mingling with the rich and famous, and serving as an closing immediately find themselves on the payroll of a newly
advisor to politicians both at home and in Washington, D.C. The formed replacement. But, much to the heroes chagrin, they
heroes may find themselves investigating different companies will be unable to find any conclusive proof of a conglomerate-
that all tie together under the Dimitriano Group umbrella, or wide conspiracy. However, if they push too hard they may find
they may find themselves hired by the company (or by Solomon there are wide reaching repercussionsfrom loss of account
himself) to investigate and help eliminate some misconduct information and lines of credit at businesses around the city, to
within one of the subsidiary companies. (Solomon will only fraudulent use of their bank accounts, to physical assaults by
involve himself personally in lawful activitiesindeed, his public local thugs.
actions make him seem like a crusader working to stamp out
corruption within his organization.) The fact of the matter is Solomon Big Solly D Dimitriano
that well over 90% of the companies in the conglomerate are Solomon Dimitriano is a brick of a man, standing over six
completely honest business ventures. feet tall and nearly four and half feet wide at the shoulders.
On the other hand, despite its success in the legitimate Although he dresses in the most expensive European fashions,
business world, the Dimitiriano Group was created to be a he can never hide the fact that he grew up in a blue-collar
front and money laundering operation for organized crime and family. His vocabulary, mannerisms, and temper all mark him as
it continues to serve that function to this day. Through their someone who grew up on the mean streets, and his manicured
investigations of particular events, criminals, or syndicates, fingernails do nothing to mask his rough, calloused hands.
the heroes may find a trail that leads back to a company that Sol cultivates an air of sophistication, attending and even
belongs to the Dimitriano Group. In every case, though, the sponsoring the opera, ballet, and art exhibits, but he always
wrongdoing will trace back to a specific individual rather than seems out of place at these events. He surrounds himself with
the company itself (these individuals are paid handsomely for friends and associates from the best socialite families, but
they often seem as intimidated as they are friendly. Very few
people disagree with Sol in public, and those that do often find
themselves on the receiving end of a barrage of foul language.
However, Solomon has never gone so far as to be physically
violent in public.
Solomon Dimitriano (Tough 6/Smart 4): CR 10; Medium-
size human male; HD 6d10 + 4d6 +40; hp 95; Mas 21; Init
+0; Spd 30 ft.; Defense 14, touch 14, flat-footed 14 (+0 Dex,
+3 Tough, +1 Smart); BAB +6; Grap +8; Atk +10 melee (2d8
+4, nonlethal, brawl) or +10 melee (1d8 +3, bludgeoning,
brass knuckles) or +6 ranged (2d6, ballistic, Pathfinder); Full
Atk +10/+1 melee (2d8 + 4, nonlethal, brawl) or +10/+1
melee (1d8 +3, bludgeoning, brass knuckles) or +6/+1
ranged (2d6, ballistic, Pathfinder); FS 5 ft. by 5 ft.; Reach 5 ft.;
AL Dimitriano Group, organized crime; SV Fort +11; Ref +3,
Will +8; AP 10; Rep: +3; Wealth: 35; Str 14, Dex 10, Con 18,
Int 17, Wis 14, Cha 12.
Occupation: Criminal (bonus class skill: Knowledge
(streetwise)).
Skills: Drive +13, Intimidate +14, Knowledge (business)
+21, Knowledge (civics) +21, Knowledge (current events)
+16, Knowledge (streetwise) +17, Profession +17, Spot +15.
Talents: Remain Conscious, Robust, Stamina, Savant
(Knowledge (business, civics)).
Feats: Advanced Firearms Proficiency, Brawl, Educated
(business, civics), Great Fortitude, Improved Brawl, Improved
Damage Threshold, Iron Will, Knockout Punch, Personal
4 Firearms Proficiency, Streetfighting, Windfall.
Crime and Punishment
Possessions: Brass knuckles, cell phone, forgery kit, DC 30: Solomon Dimitriano built that company from the
holster (concealed carry), Pathfinder, suppressor (pistol), and ground up. He started as a garbage man or something but it
various personal possessions. turned out that has a head for good investments.
Tactics: Solomon may have grown up as a small-time thug, DC 35: This isnt the first time that a small part of
but these days he prefers to let others (namely his body the Dimitriano Group was used for illegal activities. But I
guards) do his fighting for him. However, if things get out of guess thats what happens when you own so many different
control he is still capable of defending himself. He prefers to companiesyou cant watch all of them all of the time.
fight one-on-one and hand-to-hand, using his brawling skills. DC 40: Some of the tabloids call Solomon Big Solly D and
Still, if it looks like his life is seriously threatened, Solomon will suggest that hes been seen with some of the bigwigs of the
draw and use his concealed Pathfinder. local organized crime scene. But no evidence of that has ever
been found.
Learning About the Dimitriano Group
The heroes can learn about the Dimitriano Group and its Research
owner, Solomon Domitriano, in several different ways. The This check represents the heroes combing through the
following charts present some information and the DCs for archives of newspapers or magazines, or using the Internet
skill checks needed to discover that information. In each to call up available information on the Dimitriano Group. The
case, success at beating a DC grants that information and all information represents a broad mixture of fact and editorial
the information provided by any lower DC results. At the GMs opinion. At the GMs discretion, the heroes may instead use
discretion, appropriate Knowledge checks may be used to Knowledge (current events) to access this information, but in
learn the same information. that case the DCs should be increased by at least +5.
DC 5: The Dimitriano Group is a conglomerate. Its
Gather Information subsidiary companies range from small storefront operations
This check represents the heroes talking with people who to regional franchises.
live in the city where the Dimitriano Group owns and operates DC 10: The company is also heavily involved with donating
subsidiaries. The information presented reflects the opinions to and sponsoring the arts.
commonly held by average citizens (not law enforcement or DC 15: The Dimitriano Group was in the news recently
other official agencies). At the GMs discretion, the heroes because a local drug dealer was found to be working for one
may instead use Knowledge (streetwise) to access this of its subsidiary companies. No charges are being pressed
information, but in that case the DCs should be increased by against the conglomerate, which is cooperating fully with the
at least +10. authorities.
DC 5: Dimitriano Group? Whats that? DC 20: This sort of thing has happened beforeother
DC 10: Do they have something to do with Solomon subsidiary companies have been used by criminals for different
Dimitriano? His picture was in the paper the other day, enterprises. But each time it is discovered, the conglomerate
attending some art gallery opening or something. has helped prosecute the responsible individuals and, when
DC 15: The Dimitriano Group is one of those appropriate, closed down the facilities.
conglomerates. They dont actually make anything themselves, DC 25: The Dimitriano Group is one of the few companies
they just own lots of different companies. of its kind that are privately owned. Although there is a large
DC 20: Solomon Dimitriano sponsors a lot of cultural bureaucracy and board of directors, the entire conglomerate
events. Theyre talking about naming a concert hall after him. belongs to Solomon Dimitriano.
DC 25: The Dimitriano Group just avoided a nasty DC 30: Solomon Dimitriano is a self-made billionaire, having
scandal. It seems that a worker at one of the subsidiaries built the Dimitriano Group from the ground up while earning a
was a major drug dealer. But the company helped prosecute living as a sanitation worker and getting his MBA at night school.
him and has donated a bunch of money to the local rehab DC 40: Several of the people Solomon went to school
clinics. Its good to see a corporation that devoted to the with have become major figures in the local organized crime
local community. networks.

Greasing The Wheels


The following new feats are designed to reflect the direct On The Take
connection between money and political influence. The GM may You are the willing recipient of an ongoing monetary bribe.
achieve the same results through roleplaying and distributing Benefit: Every time you go up a character level you gain
strictly tailored Wealth rewards. However, if the practice of an additional +1 Wealth bonus beyond what you normally
bribery and influence peddling is central to the campaign (or receive. This bonus comes from the fact that you are knowingly
to a character concept), these feats provide a way to quantify accepting a bribe.
and regulate their effects.
5
Crime and Punishment
Normal: A character without this feat only increases his To get a favor you must make a successful favor check. To
Wealth score by making a successful Profession check (see make a favor check, roll 1d20 and add your current favor point
Regaining Wealth in Chapter 4 of the d20 Modern Roleplaying total. The DC of this check depends on the scope of the favor
Game). being requested. You cannot take 10 or 20 on a favor check,
Special: Before taking this feat, work with your GM to nor can you retry the check for the same (or virtually the
determine the details of exactly what GM character is providing same) favor.
the bribe and for what services. You are honor bound to Difficulty Favor Favor
perform these services to the best of your ability. Failure will of Favor Check DC Point Loss
result in the GM character sending agents to hurt or kill you.
Simple 10 1
If this burden becomes too much, you may buy your way
Complex 15 2
out of this responsibility by making a one time Wealth check
with a Purchase DC equal to 15 + the number of bonus Wealth Difcult 20 3
points you have received from this feat. For example, if you Embarrassing 25 4
had On The Take for 6 levels the Purchase DC would be 21 (15 Dangerous 30 5
+ 6). You will no longer get supplemental Wealth bonuses, but
you will also no longer be beholden to the GM character. If the check succeeds the person you bribed will do what
You may choose to begin accepting bribes again anytime you ask. However, your current favor point total drops by an
you go up a character level (be sure to inform your GM when amount based on the difficulty of the favor. When your favor
you do this). point total drops below 1, the person will no longer perform
favors for you (feeling that youve already gotten what you
Hired Help paid for).
You have bribed a particular person in lieu of future aid. Once per character level, you may make another bribe to
Benefit: You can get favors from the person you bribed. gain more favor points.
In this way you can gain important (sometimes classified) Special: Before taking this feat, work with your GM to
information, a loan of equipment or documents, or receive determine the details of exactly what GM character it is you are
other assistance in the course of an adventure. bribing. This will be key in determining what sorts of favors the
Paying a bribe requires a Wealth check. The Purchase DC is character will be able to provide.
equal 15 + the number of favor points you want to gain (see With the GMs permission, you may bribe more than one GM
below). This check incurs all the usual Wealth losses involved character at a time.
with buying an object or service with such a high Purchase DC.

The Dwyer Commission


Anyone who has watched a movie or television program about Whether they are tasked with combating racketeering, gang
law enforcement knows that police in a modern setting often violence, or an invasion of subterranean humanoids, the fact
must perform their duties according to a very strict set of that the Dwyer Commission has been granted permission to
guidelines. There are regulations saying when and how they ignore the usual rules of due process means that they must
may gather evidence, question a suspect, and even defend perform their duties as unobtrusively as possible. They have
themselves. Some lament that while officers of the law must act a substantial budget (drawn in discrete chunks from other
according to a certain set of rules, the criminals are free to act departments throughout the city bureaucracy), the ability
in any way they like, giving them a distinct advantage. In times to get necessary manpower temporarily transferred to their
of extreme need, however, a select group of agents may be command, and even to commandeer private property or
granted special permission to ignore some or all of the usual conscript civilian experts. The powers that be expect them to
rules. Such is the case with the Dwyer Commission. get results, but also to do so in such a way that the average
Named for its commanding officer, Anton Dwyer, the citizen does not learn of their exceptional mandate.
commission is a small team of exceptional officers that have
been transferred from their regular assignments. Having Using the Dwyer Commission
been pulled from the SWAT, demolitions, and riot squads The Dwyer Commission can be easily modified to fit into any
(among others), this group represents the most highly campaign where an extraordinary threat plagues the citizenry.
trained and motivated officers throughout the force. Rather This threat could be a relatively ordinary crime wave grown out
than the usual generalized purpose of maintaining the peace of control (a gang war like those in 1930s Chicago), a realistic
or protect and serve, the Dwyer Commission has been threat unlike any seen in this country (an ongoing series of
given an extraordinary assignment, though exactly what that major terrorist attacks within a single U.S. city), or something
assignment is will vary from campaign to campaign (see completely fantastic (an occult group that worships dark gods
6 Using the Dwyer Commission below). and employs zombie minions)it doesnt matter. Whatever
Crime and Punishment
the threat, the Dwyer Commission can be at least part of the police; SV Fort +5, Ref +11, Will +9; AP 12; Rep: +5; Wealth:
authorities response. 13; Str 12, Dex 18, Con 15, Int 18, Wis 15, Cha 12.
Regardless of the threat, the commission will be a small unit Occupation: Law Enforcement (bonus class skills: Gather
with certainly no more than half a dozen permanent members. Information, Intimidate).
They will a tightly organized, militaristic team with Captain Skills: Drive +12, Gather Information +20, Hide +12,
Anton Dwyer as their leader. The individual members should all Intimidate +20, Investigate +27, Knowledge (current events)
be highly capable law enforcement officers each of whom has +14, Knowledge (behavioral sciences) +19, Knowledge
training in at least one specialty skill (demolitions, infiltration, (streetwise) +14, Knowledge (tactics) +14, Listen +16,
sharpshooting, etc.). The hope is that the team will have all the Move Silently +12, Search +19, Sense Motive +16, Spot
knowledge and training necessary to handle any situation. +12, Tumble +12.
In some campaigns the Dwyer Commission can be an ally or Talents: Contact (low), Contact (mid-level), Defensive Roll,
resource for the heroesa kindred group fighting the same Evasion, Exploit Weakness, Profile, Savant (Investigate), Trick,
sorts of opponents as they do. Another possible arrangement Uncanny Dodge 1.
would have the commission and the heroes be competitors Feats: Armor Proficiency (light), Combat Expertise,
both serving the same side of the conflict but each always Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Far
trying to outdo the other. Finally, the Dwyer Commission could Shot, Improved Disarm, Improved Trip, Mobility, Nonlethal Force,
serve as an opponentif the heroes are fighting to bring Personal Firearms Proficiency, Point Blank Shot, Precise Shot.
down a corrupt regime or simply playing members of a criminal Possessions: Beretta 92F, evidence kit, handcuffs (steel
organization, the commission could be the force assigned to and zip-tie), undercover vest, walkie-talkie (professional), and
capture or kill them. various personal possessions.
Tactics: Anton Dwyer is a true leader. He is a master tactician
Capt. Anton Dwyer and has the ability to get inside an opponents head, often
Anton Dwyer comes from a long line of police officers. For the understanding his quarries strategies better than they do. Hes
past four generations, every member of his family has served slowed down a little as since reaching the age of 50but not
on the force in one capacity or another, but none of them has much. He is still willing to get as physical as cops half his age.
served as honorably or as well as Anton. Of course, he also has the wisdom to know when hes better off
After earning a degree in criminology from an Ivy League taking a less direct approach. Basically, Captain Dwyer will use
school, Anton passed up full scholarships from top law schools the tactics that give him the greatest chance of successand
in order to enter the police academy. Upon graduating he turned his men execute his orders precisely and without question.
down several choice positions on the police commissioners and
mayors staffs in favor of an assignment on the beat.
Anton quickly rose through the ranks, becoming the most
decorated officer on the force, and he soon found that the
department considered him too valuable a commodity to
waste on walking a beat. He found himself as a spokesman for
the department, appearing on panels, doing media interviews,
and posing for pictures with every city and state politician who
wanted to add tough on crime the the next election platform.
He was actually considering taking early retirement when
the opportunity to lead the commission was presented to
him. Anton jumped at the opportunity to do real good for the
community without having the brass following his every move.
Now at the age of 52, Anton Dwyer is a tall, lithely muscled
man with close-cropped silver hair and a pencil-thin mustache
that is still naturally dark brown. His cold blue eyes reflect both
his cunning intellect and his brutal determination. He speaks
in short, clipped sentences so that even a casual comment
sounds like a barked order.
Capt. Anton Dwyer (Fast 5/Smart 5/Investigator 5):
CR 15; Medium-size human male; HD 5d8 + 10d6 + 30; hp
85; Mas 15; Init +4; Spd 30 ft.; Defense 28 melee/27 ranged,
touch 25/24, flat-footed 24/23 (+4 Dex, +5 Fast, +2 Smart,
+3 Investigator, +3 undercover vest); BAB +8; Grap +10;
Atk +10 melee (1d3 +2, nonlethal, punch) or +12 ranged
(2d6, ballistic, Beretta 92F); Full Atk +10/+5 melee (1d3 +2,
nonlethal, punch) or +12/+7 ranged (2d6, ballistic, Beretta
92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Dwyer Commission, 7
Crime and Punishment
Learning About the Dwyer Commission DC 40: I heard that Captain Dwyers running some kind of
The heroes can learn about the Dwyer Commission in several special squad these days. But we never hear about it, so maybe
different ways. The following charts present some information its just some parade formation.
and the DCs for skill checks needed to discover that
information. In each case, success at beating a DC grants that Research
information and all the information provided by any lower DC This check represents the heroes combing through the official
results. At the GMs discretion, appropriate Knowledge checks police records to call up all available information on the Dwyer
may be used to learn the same information. Commission. The information represents the only official
recognition of the groupbeyond this it is only discussed in
Gather Information person and behind locked doors. At the GMs discretion, the
This check represents the heroes talking with people who live heroes may instead use Knowledge (current events), but in
in the city where the Dwyer Commission currently functions. that case the DCs should be increased by at least +15.
The information presented reflects the opinions commonly DC 19 or lower: No information available. However, they
held by average citizens (not law enforcement or other official may pull Anton Dwyers service record (along with the records
agencies). If the heroes instead question members of the for 20 other officers named Dwyer, most of whom belong to
police or other officials, reduce the DCs by at least 5. At the same family)it mentions nothing about the commission.
the GMs discretion, the heroes may instead use Knowledge DC 20: Five years ago Anton Dwyer was removed from
(streetwise) to access this information, but in that case the DCs active duty to serve on a commission investigating emergency
should be increased by at least +10. preparedness.
DC 14 or lower: Dwyer Commission? Never heard of it. DC 30: In manpower reports there are occasionally
DC 15: Does that have anything to do with Captain Anton records of an individual being temporarily assigned to the
Dwyer? Dwyer Commission. According to the office of records and the
DC 20: Captain Dwyer is one of the best cops ever to wear commanding officers, these are merely typographical errors.
the uniform. Hes got more medals than you can count, and I DC 40: The Dwyer Commission is included as a line item in
heard he even turned down a few. the budgets of more than half the internal departments. No
DC 25: Captain Dwyer got promoted out of the field. Now single group contributes more than a few thousand dollars, but
I hear hes the commissioners favorite PR man. I also hear he when totaled it is a staggering amount. No accounting is given
hates it. for how this money has been spent.
DC 30: Have you noticed how Captain Dwyer isnt in the DC 50: The heroes turn up a misfiled report on a specific
news much anymore? I hear he pissed off someone at City Hall incident in which the Dwyer Commission played a part. There is
and now hes got some kind of crap detail. no corroborating evidence to be found anywhere.

Dynamic Action Points


Action points provide one of the modern d20 Systems most With Dynamic Action Points, every time a hero spends an
exciting mechanics, affording the players some measure of action point there is a chance that she will gain an additional
ability to counter the effects of bad luck. Of course, such a action point. The hero gains an additional action point only
powerful capability comes with a strict counterbalancea finite under two specific conditionsthe d6 rolled for the Action
number of action points a hero can access. Point had a result of 6, or the action the hero performed was
But in a campaign where the Game Master wants to reward especially heroic.
heroic behavior, the limit on action points can sometimes have Rolling a 6: Whenever the hero uses an action point to add
a restricting effect on the heroes behavior. Players do not want to the result of a skill check, ability check, level check, attack,
to put their heroes in dangerous situations where their actions or saving throw, if the 1d6 result is 6 then the hero gains an
are unlikely to succeed. additional hero point.
For Game Masters who want to encourage more frequent Example: Charles is playing Heather Reston, a 3rd-level
use of action points, rather than having players save them for Fast hero who has only 2 action points remaining. Charles
special events, we present the following variant rule. has Heather fire her rifle at an enemy, but hes unhappy
with the initial result, so he decides to use one of the action
Variant: Dynamic Action Points points to improve it. He rolls 1d6 and gets a 6. Not only
When using this variant, the standard rules for using are 6 points added to the attack roll, Heather also gains an
action points still apply (see Chapter 1 of the d20 Modern additional action pointinstead of being down to only 1 AP,
Roleplaying Game). The difference lies not in how you use the she still has 2.
action point but rather what happens afterward. In the standard At 8th-level and higher, a hero rolls more than 1d6 when
rules, once a hero uses an action pointno matter what the spending an action point but still only adds one die result the
8 situation or resultit is gone. her d20 roll (see Chapter 1 of the d20 Modern Roleplaying
Crime and Punishment
Game). Only the die whose result is used counts toward poorly and decides to use an action point. She gets a result
Dynamic Action Points. of 5 and the check succeeds. This is not eligible as a Dynamic
Example: In a similar situation Charles, playing a 15th-level Action Point because all Clinton was doing was saving his own
Heather Reston, spends an action point and rolls 3d6. The life. He now has 3 action points. After escaping the building,
results are 3, 6, and 6. Charles only gets to add the result of though, he hears a child crying for help through a second
one die to the attack roll (he chooses one of the 6s). Likewise, story window and he decides he must go back in to help. While
only one die result is eligible for the Dynamic Action Point making a Climb check so Clinton can reach the window, Tammie
bonus, so despite the fact that Charles actually rolled two 6s, rolls poorly and decides to use an action point but only gets
Heather only gains 1 AP. a result of 2. The check fails and Clinton falls suffering some
Extreme Heroism: The other situation where a hero can damage, but the GM decides that this was a very noble thing
take advantage of this variant is by using an action point in the to do and so Clinton gains an additional action point. His total
performance of an especially selfless and valiant act. Exactly remains 3. Now he just has to find a better way to rescue the
what qualifies is left to the Game Masters discretion, but it trapped child.
should not be an action such as defusing a bomb or climbing It is certainly possible for a hero to perform very heroic
a tree to get away from a rampaging lionthese are acts of actions without using any action points, but these will not allow
self-preservation not heroism. As a general rule, the hero the hero to gain an additional action point. This variant is not
can only gain action points if for the sake of others he puts intended to allow the hero increase her pool of action points,
himself into danger he otherwise would have avoided. The merely to slow the rate at which she depletes them. Likewise,
action does not have to be successful, just sufficiently heroic. a hero cannot gain 2 action points from a single action. If the
Example: Tammie is playing Clinton Bell, a 6th-level result of the 1d6 roll is 6 then the hero gains an additional
Charismatic hero with 4 action points. Clinton must make a Jump action point, he does not gain a second no matter how heroic
check in order to escape from a burning building. Tammie rolls the action he undertook.

The Felt Flophouse


In most U.S. states gambling is illegal, and where it isnt its highly the Felt Flophouse (to make a counterfeit chip requires a
regulated. Still, gambling goes on all the time, its just small time successful DC 20 Forgery check). In case of emergencies, the
affairsoffice football pools, poker nights, back-room craps casino has stairs that lead to secret doors in the mens and
games. But regulating gambling is not a high priority in most ladies rooms on the 15th and 16th floors.
cities, and a well-funded, enterprising individual can sometimes Inside, the Felt Flophouse is richly and tastefully
find a way to turn this inattentiveness into a great deal of money appointedplush carpets, comfortable chairs, expensive
by running an illegal casino like the Felt Flophouse. paintings and sculptures. Immediately next to the elevator
Whether you like to play poker, blackjack, craps, or just bet is a cashiers cage where visitors can buy chips. There are
on sports, the Felt Flophouse has a table for you. Despite its tables for all the classic casino card and dice games, and a
name, it is not a grimy, smoke-filled, back-alley gambling den bookmakers cage along the back wall. Food and drink are
in fact, the casino takes up an entire floor of Arturo Plaza, one provided through Bella Notte. Much of the clientele considers
of the citys most expensive high-rise office complexes. the Flophouse to be superior to even the most expensive Las
The Felt Flophouse is the brainchild of Double Down Jimmy Vegas casinos for two reasons: there are no slot machines,
Arturo, a small-time hood who won the deed to an entire city so the atmosphere is relaxed and relatively quiet (punctuated
block in a high-stakes poker game. The buildings on the land only by the cries of victory and defeat); and the Felt Flophouse
were condemned wrecks that served only as drug dens and is a smoke-free establishment (the city is currently much more
breeding farms for rats and cockroaches. Jimmy had it all torn diligent about enforcing the ban on indoor smoking in public
down and erected Arturo Plaza. While it may seem that Jimmy buildings than the one against gambling).
Arturo has a head for real estate and urban renewal, the fact There is a price to be paid for all this opulence, though,
of the matter is that the whole plaza was designed around the and thats at the tables. The minimum bets at any table in the
idea of building a private casinothe incredible (and totally Felt Flophouse start at $100, and spectators are not allowed.
legitimate) profit the office space nets is just a happy accident. If youre not gambling then you will quickly draw the attention
Located on a floor that doesnt exist in the official of the pit bosses and security guards (exceptions are made for
blueprints (technically the fifteenth-and-a-half floor), the the companions of high-rolling patrons).
buildings main elevators do not provide access to the Felt The casino is a favorite spot for the citys rich and powerful
Flophouse and neither do the stairwells. Patrons enter the to have clandestine meetings. More than a few business
casino through a special freight elevator in the back room of dealsboth legitimate and criminalhave been struck over a
Bella Notte, a five-star restaurant on the ground floor (also night of poker in the Felt Flophouse, and it is one of the best
owned and operated by Double Down Jimmy). To get access places in the city to go celebrity watching (if you have enough
to the elevator, you must have a hundred-dollar chip from money and luck to keep your seat). 9
Crime and Punishment
Of course, the fact of the matter is that the casino is an half of the citys aldermen are regular visitors to the Felt
illegal establishment. There is a tacit agreement among all Flophouse, so there seems little chance that it will be forced
patrons to never speak in public about anything that happens to shut its doors anytime soon.
in the club. Still, the mayor, chief of police, and more than

10
Crime and Punishment
Using the Felt Flophouse Tactics: Jimmy Arturo is a blowhard and a coward. He will
There are many potential uses for the Felt Flophouse, but talk tough, make empty threats, and act like a dangerous
the most basic one is simply as a place the heroes or other criminal right up until trouble really startsthen he will dive
characters can go to do make use of ranks theyve assigned under the nearest table or run for the closest exit.
to the Gamble skill. The minimum stake is Purchase DC 14,
though, so only characters of some means will be able to do Learning About the Felt Flophouse
this on a regular basis. The heroes can learn about the Felt Flophouse in several
Depending on the flavor of the campaign, the Felt different ways. The following charts present some information
Flophouse could also make a good setting for the heroes and the DCs for skill checks needed to discover that
to meet with clients, contacts, and informants. Likewise, it information. In each case, success at beating a DC grants that
could be a good spot to look for an enemy who has a taste information and all the information provided by any lower DC
for gambling. results. At the GMs discretion, appropriate Knowledge checks
Its possible that the heroes could be working for Jimmy may be used to learn the same information.
Arturo, perhaps as security guards or even dealers in the
casino. Alternatively, they could be trying to take Jimmy Gather Information
downhe has many underworld connections and the GM This check represents the heroes talking with people who
could tie him to any criminal enterprise appropriate for the live in the city where the Felt Flophouse operates or people
campaign. who visit there regularly. The average citizen likely has
never heard of the casino, though, so unless the heroes
Double Down Jimmy Arturo are asking the right caliber of people the GM may rule that
James Caesar Arturo looks and acts like a stereotypical their attempts automatically fail. At the GMs discretion, the
mobster. His manners are brusque and belligerent, he dresses heroes may instead use Knowledge (streetwise) to access
in loud shirts and wrinkled designer suits, and he always wears this information, but in that case the DCs should be increased
gold chains and a diamond pinky ring. Jimmys temper is short by at least +10.
and violent, and he carries a loaded pistol tucked into the DC 9 and under: Never heard of it.
waistline of his pants or in a shoulder holster. DC 10: Never heard of the Felt Flophouseand if you know
Hes a small-time hoodlum who lucked into the big time, whats good for you, youll stop asking questions like that.
and he has no allusions or aspirations of ever being anything DC 15: Its an underground casino. I hear people get shot
more. He enjoys the minor celebrity his casino gives him, but there every night and their bodies are never found.
is star struck whenever he meets a major celebrity (particularly
one that is famous for playing a mobster).
Jimmy has many vices in which he overindulges, including
smoking cigars, womanizing, drinking to excess, and extreme
violence. However, while he enjoys gambling he is not addicted
to itit is one of the few things he does in moderation (he
knows only too well how much the odds are stacked in the
houses favor).
Jimmy Arturo (Dedicated 6): CR 6; Medium-size human
male; HD 6d6 +6; hp 25; Mas 12; Init +1; Spd 30 ft.;
Defense 12, touch 12, flat-footed 12 (1 Dex, +3 class);
BAB +4; Grap +6; Atk +7 melee (1d6 +2, nonlethal, brawl)
or +1 ranged (2d6, ballistic, Derringer); Full Atk +7 melee
(1d6 +2, nonlethal, brawl) or +1 ranged (2d6, ballistic,
Derringer); FS 5 ft. by 5 ft.; Reach 5 ft.; AL none; SV Fort +4,
Ref +1, Will +6; AP 8; Rep: +5; Wealth: 25; Str 14, Dex 8,
Con 12, Int 9, Wis 17, Cha 15.
Occupation: Criminal (bonus class skills: Gamble, Sleight
of Hand).
Skills: Bluff +4, Disguise +4, Gamble +18, Intimidate +4,
Investigate +1, Listen +5, Profession +12, Sense Motive +14,
Sleight of Hand +8, Spot +5.
Talents: Aware, Cool Under Pressure, Skill Emphasis
(Gamble).
Feats: Alertness, Attentive, Brawl, Confident, Deceptive,
Renown, Run, Windfall.
Possessions: Cell phone, Derringer, and various personal
possessions. 11
Crime and Punishment
DC 20: The Felt Flophouse is actually a very classy DC 9 and under: No records of any such establishment.
joint. You have to have a serious bankroll if you want to DC 10: The name Felt Flophouse appears in a few
play there. Vice Squad departmental memos. They all say that despite
DC 25: I hear that the mayor gambles there a few times a persistent rumors, no such establishment exists.
month. Thats why it never gets shut down. DC 15: The heroes discover memos written by members
DC 30: The Felt Flophouse is on a secret floor in Arturo of the Vice Squad theorizing that an illegal casino is being
Plaza. You have to go through this Italian restaurant to get in. operated under that name. No hard evidence had been
DC 35: The heroes learn the details of how to get in, unearthed, but rumors persist.
including a description of the $100 chip. DC 20: The heroes discover a memo from the mayors office
ordering the Vice Squad to cease any and all investigations into
Research the Felt Flophouse.
This check represents the heroes combing through police DC 30: The heroes discover records pertaining to the
archives or talking with local officials. The information firing of a Vice Squad officer who had a recurring alcohol
represents a broad mixture of discreet facts and the personal problem. The final incident was when the officer went to the
theories of members of the Vice Squad. At the GMs discretion, visitors office at Arturo Plaza and at gunpoint demanded to
the heroes may instead use Knowledge (current events) to be taken to the Felt Flophouse.
access this information, but in that case the DCs should be DC 40: In his deposition, the officer claims that an illegal
increased by at least +15. gambling den was being run on the fifteenth floor.

Pure Luck
From time to time, characters in a modern d20 System game Class Luck Class Luck
must make saving throws in order to determine how they Level Save Level Save
react to unexpected or unavoidable situations. Fortitude 1st +0 6th +2
saves measure a characters sturdiness, Reflex saves her 2nd +0 7th +2
nimbleness, and Will saves test her resolve. But what about 3rd +1 8th +2
the characters luck?
4th +1 9th +3
Luck is a very sticky subject, particularly when it comes
5th +1 10th +3
to roleplaying games. Some would argue that there is no
such thing as luck, merely statistics. Others would say that The other half of the equation depends on the characters
while luck does exist, the randomizing factor of rolling dice overall experience. Her total Luck save score is equal to her
accounts for it. Still others think that there should be a base save + one half her character level (rounded down).
mechanism built into the game to simulate a character being Example: A12th-level character who is Fast 3/Tough 3/
particularly lucky or unlucky. Daredevil 6 would have a base save of +4 (+1 each for her
The following variant rule and new feats are for campaigns Fast and Tough levels, and +2 for Daredevil). Her modifier
where characters are expected occasionally to rely on luck, would be +6 (her character level halved). Barring other
fate, kismet, or karma beyond the random element of chance modifying factors, the characters Luck save would therefore
already present in allowing die rolls to determine various be +10.
successes and failures.
How to Use the Luck Save
Variant: Luck Saving Throw Exactly what a Luck save will be used for may vary widely from
Like the other saving throws, a characters Luck save is a campaign to campaign (or even adventure to adventure). Every
combination of a base number plus some other modifier. The Game Master will have different notions regarding situations
base number is determined by what classes the character where luck should play a determining factor. As a general rule,
has taken during her career. Unlike the other saving throws, Luck saving throws are DC 15 (plus or minus any relevant
every basic class, advanced class, and prestige class has modifiers). Below are examples of some situations when the
the same progression. If luck is, as many would say, at least GM might make use of the Luck save.
partially a matter of knowing how to position yourself in an Imprecise Action: Any time a player is imprecise about her
advantageous way, then the more a character concentrates characters actions at a key juncture. For example, if the hero
on a single field of endeavor, the more lucky she will seem. is defusing an explosive device and is faced with a pair of
Conversely, the more she dabbles, the less likely she will be wires (one of which will deactivate the bomb, the other will
to gain the experience necessary to cultivate good luck. detonate it) and the player says, I cut them both at once,
The base Luck save progression for all classes in a modern the GM might have her make a Luck save to see which effect
d20 System game is as follows. she triggers.

12
Crime and Punishment
Random Chance: Whenever the situation involves an equal Special: A character may gain this feat up to 3 times. Each
amount of risk for everyone involved. For example, if a wild time you take the feat, you select a different saving throw.
bear is going to attack the nearest target, but three characters
are equally close. The GM might have the characters each make Born Under a Good Star
a Luck save, with the bear attacking the one whose results You have good luck. Fortuate things happen to you for no
were lowest. apparent reason.
In Place of a Skill Check: In some instances, the Game Benefit: You gain a permanent +2 penalty to all Luck saves
Master may wish to allow a character to make a Luck check in in exchange for a permanent 2 penalty to one of your other
place of a checks for skills such as Gamble, Listen, Search, or saving throws.
Spot. In particularly desperate situations, the GM may wish to Special: A character may gain this feat up to 3 times. Each
extend this use to more technical skills such as Disable Device, time you take the feat, you select a different saving throw.
Demolitions, and Treat Injury.
Press Your Luck
Born Under a Bad Moon You sometimes leave your fate up to blind luck.
You have bad luck. Unfortunate things happen to you for no Benefit: When a Fortitude, Reflex, or Will saving throw is
apparent reason. called for, you may spend 1 action point in order to use your
Benefit: You gain a permanent 2 penalty to all Luck saves Luck save instead. You must do this before rolling the d20.
in exchange for a permanent +2 bonus to one of your other The DC of the save remains the same, as do the
saving throws. consequences of failure.

The House of Dusk


History is replete with examples of groups whose members others are dedicated to conservative ideals, some support
dedicated themselves to the assassins craftthe House dictators while others work to spread democracy; just about
of Dusk is such an organization. The origin of the order the only thing that all members of the House of Dusk agree
is shrouded in mystery. Some say that it began in 16th- on is the method by which they fight to achieve goals
century Japan when a renegade ninja clan began teaching assassination. Experts can cite numerous examples where two
their methods to European disciples. Others say that the dens of the House of Dusk fought on opposite sides of the
brotherhood was only formed in the last half of the 20th- same conflict. However, no member of the organization will
century when quick, affordable international travel and high- ever accept a contract to kill another member.
speed data transfer made it possible for killers from around The one other thing that members of the House of Dusk
the globe to share their murderous techniques. Whatever generally agree on is that theirs is a profession, not a hobby
their beginnings, though, there can be no doubt that the or charity. No matter what their political leanings, members
House of Dusk is the most widespread league of assassins in of a den will only accept paying assignments. Certainly,
the world today. individuals will use their abilities to protect themselves, their
An organization in only the loosest terms, the House friends, and families, but they will otherwise not focus their
of Dusk might better be called a school of martial discipline attention on a specific target unless there is client who pays
that is split into hundreds, perhaps thousands, of individual them to do so.
cells called dens. There is no central body or committee that Once a den takes on an assignment, it will work to
oversees the various dens that comprise the House of Dusk. complete it as efficiently as possible. If the first attempt
In fact, no one knows for certain how many dens there are, fails, the den will send more members to try again,
let alone all their locations. What marks the scattered dens repeating the assassination attempt until such time as they
as a single group are a unique training regimen and a shared succeed, their client requests them to cease (they will not
philosophy that being a professional assassin is a not only a refund any fees paid up front, however), or all members of
viable career but, in fact, a noble one. the den are killed.
Members of the House of Dusk believe that it is completely Anyone who joins the House of Dusk gets a small tattoo
reasonable and ethical (if not legal) to use murder as a means of a stylized d on the back of the hand near the base of
to foment political and social change so long as the killer the thumb. Members also learn a secret handshake and a
strikes as skillfully and precisely as a surgeon uses a scalpel handful of verbal signs and countersigns. Using these, they
to cut away a tumor. The House of Dusk refuses to work with are able to recognize members who belong to other dens.
and has nothing but contempt for terrorist or insurgent groups Unless their paid assignments forbid it, one member of the
that use suicide bombers and other imprecise, massively House of Dusk will always give aid (food, medical treatment,
destructive tactics. shelter) to another. They will not, however, provide assistance
The various dens do not, however, share a particular creed in performing an assassination unless their den has specifically
or agendasome dens work to promote liberal agendas while been contracted to do so.
13
Crime and Punishment
Using the House of Dusk Any character my attempt to join the House of Duskall
The House of Dusk can serve as the attack arm of any thats required is to learn of the groups existence and then
individual or organization in a modern d20 System campaign, find a den whose beliefs and goals come close to matching
as long as that person or group is willing to pay generously for the characters. And, of course, convince the members of
their services. Even the heroes may make use of this group, if that den that the character would make a valuable member
their morals allow them to hire contract killers. (The exact price of the organization. Members of the House of Dusk take
for these services will vary from campaign to campaign, but it their profession seriously and will only teach their craft to
should always be significant.) someone they trust and whom they believe will be a worthy
There may be two or more dens operating independently addition to their brotherhood.
in any given area. Generally all local dens will be aware of
one anothers existence (there may even be an intricate Typical House of Dusk Assassin
network of alliances and feuds among the dens). As a result, There is no actual typical member of this organization
even after the heroes identify the larger House of Dusk each assassin is a unique individual with his or her own
organizaton, they may become confused about the groups personal motivations and goals. However, there is a fairly
goals and allegiances. Eventually the truth should make common set of skills and abilities shared by many within the
itself plain. House of Dusk. Below are statistics for an average mid-level
The heroes may be tasked with preventing a member assassin.
of the House of Dusk from killing a particular target, or House of Dusk Assassin (Fast 3/Unseen Hand 7): CR
they may themselves be the targets. To make matters more 10; Medium-size human; HD 10d8 +20; hp 70; Mas 14; Init
confusing, sometimes rogue members of the organization +9; Spd 30 ft.; Defense 24, touch 23, flat-footed 19 (+5
ruthless individuals who kill to promote their own personal Dex, +4 Fast +4 Unseen Hand, +1 leather jacket); BAB
agendas (and, more importantly, do so without obtaining a +7; Grap +10; Atk +12 melee (1d4 +3, piercing, knife) or
paying client)may be working or living in the area. In this +13 (2d6, ballistic, Beretta 92F); Full Atk +12/+7 melee
case, the heroes may find themselves in the strange position (1d4 +3, piercing, knife) or +13/+8 ranged (2d6, ballistic,
of being hired by the House of Dusk to stop the wayward Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Sneak Attack
pupil. (The House of Dusk will never take arms against one (+3d4), Ranged Sneak Attack (+1d4, 20 ft.); AL House of
of its own, but they are not above paying someone else to Dusk; SV Fort +5, Ref +12, Will +6; AP 10; Rep: +2; Wealth:
do it.) 10; Str 17, Dex 20, Con 14, Int 10, Wis 12, Cha 10.
Occupation: Athlete (bonus class skills: Balance, Drive,
Tumble).
Skills: Balance +6, Bluff +13, Drive +6, Escape Artist
+8, Hide +27, Move Silently +27, Sleight of Hand +12,
Tumble +19.
Talents: Evasion, Ranged Sneak Attack (1d4, 20 ft.), Sneak
Attack (3d4), Uncanny Dodge 1.
Feats: Archaic Weapons Proficiency, Improved Initiative,
Personal Firearms Proficiency, Point Blank Shot, Precise Shot,
Simple Weapons Proficiency, Stealthy, Weapon Finesse (knife),
Weapon Focus (Beretta 92F).
Possessions: Beretta 92F, leather jacket, and various
personal possessions.
Tactics: There is no single set of tactics used by all
members of the House of Dusk. Each assassin has his or her
own individual style. However, they all share the common trait
of focusing all attacks possible on their assigned target until
that person is dead or the assassin is.

Learning About the House of Dusk


The heroes can learn about the House of Dusk in any
of several ways. The following charts present some
information and the DCs for skill checks needed to discover
that information. In each case, success at beating a DC
grants that information and all the information provided by
any lower DC results. At the GMs discretion, appropriate
Knowledge checks may be used to learn the same
information.
14
Crime and Punishment
Gather Information Research
This check represents the heroes talking with local criminal This check represents information the heroes can amass
and underworld groupsstreet gangs, members of organized through newspapers, websites, and private sources for criminal
crime, terrorist cellsor official agencies that have access research. If the GM decides to allow Knowledge checks to
to classified materialsFBI, special task forces, particularly access this information, raise the DCs by +5 or more.
powerful politicians. If the GM decides to allow Knowledge checks DC 20: The House of Dusk is a league of assassins whose
to access this information, raise the DCs by +10 or more. origins are shrouded in mystery.
DC10: The House of Dusk is a group of mercenary DC 25: No one seems to be able to figure out what the
assassins. If a job meets their standards theyll take it, but House of Dusk stands for. They perform assassinations that
itll cost plenty. Theyre worth it, thoughdamn, those guys support causes ranging across the whole political spectrum.
are good. The heroes identify some local killings that were performed by
DC 20: Theres more than one House of Dusk. There are the organization.
different groups using the same name, but they each have DC 30: Each cell of the group (known as a den) is
different beliefs and goals. Sometimes they even work on autonomous and follows its own agenda. But no matter
opposites sides of the same conflict. how much a den supports a cause, they only perform
DC 30: The heroes learn details about one or more dens assassinations if they are paid. The heroes determine roughly
active in the local region. They learn roughly how many people how many different dens are active in the local region.
are in each den and what their philosophical and political DC 35: The heroes gain accurate information about all of
leanings are. he dens working in the local region including each dens size,
DC 40: The heroes gain information on how to contact one political leanings, and a handful of names or aliases used by
or more local dens of the House of Dusk. the assassins.

Go For the Jugular


On of the many differences between the fantasy and modern The fastest path into this advanced class is from the Fast
incarnations of the d20 System is the lack of any way for hero basic class, though other paths are possible.
modern heroes to gain the sneak attack ability. With the
Unseen Hand advanced class, that difference is eliminated. Requirements
However, not all sneak attacks are equal. To qualify to become an Unseen Hand, a character must fulfill
Because of the different rules for triggering the effects of the following criteria.
massive damage, the sneak attack as presented in the standard Base Attack Bonus: +2.
fantasy d20 System rules would be far too powerful when Skills: Bluff 3 ranks, Hide 6 ranks, Move Silently 6 ranks.
used against modern heroes. The Unseen Hands sneak attack Feat: Archaic Weapons Proficiency or Simple Weapons
abilities therefore have been modified to make them more Proficiency.
appropriate for modern d20 System campaigns. The rules for
how sneak attacks work remains relatively unchanged, but the Class Information
actual effects are slightly different. The following information pertains to the Unseen Hand
Before allowing characters to gain levels in Unseen Hand, advanced class.
Game Masters should be certain that they are comfortable with
the notion that someone attacking with a knife (or martial arts) Hit Die
will in many instances inflict as much or more damage than The Unseen Hand gains 1d8 hit points per level. The
someone using a gun. characters Constitution modifier applies.

Action Points
Unseen Hand The Unseen Hand gains a number of action points equal to 6
The human body is a frail vessel. Any fool with a club can + one-half his character level, rounded down, every time he
damage it, but a real expert knows how to strike at critical spots attains a new level in this class.
in order to cause maximum damage. The Unseen Hand trains to
know these spots and how to strike them when the opportunity Class Skills
presents itself. Whether he is an assassin, a bodyguard, or a The Unseen Hands class skills (and the key ability for each
commando, the Unseen Hand devotes himself to one thing skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Disguise
striking down his foe with maximum efficiency. (Cha), Escape Artist (Dex), Forgery (Int), Gather Information
Select this advanced class if you want your character to (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge
specialize in sneaking up to striking devastating blows against (behavioral science, civics, current events, history, popular
opponents from close range. culture, streetwise, tactics) (Int), Listen (Wis), Move Silently
15
Crime and Punishment
(Dex), Profession (Wis), Read/Write Language (none), Sneaky
Sense Motive (Wis), Sleight of Hand (Dex), Speak Language The Unseen Hand spends a great deal of time learning to move
(none), Spot (Wis), Treat Injury (Wis), Tumble (Dex). about surreptitiously. He must be able to get very close to his
Skill Points at Each Level: 5 + Int modifier. target in order to be completely effective.
The Unseen Hand gets a bonus equal to his class level on
Class Features all Hide and Move Silently checks.
The following features pertain to the Unseen Hand advanced
class. Bonus Feat
At 2nd and 5th level, the Unseen Hand gains a bonus feat,
Sneak Attack This feat must be selected from the following list, and the
The Unseen Hand has the ability, when making melee attacks, Unseen Hand must meet any prerequisites.
to strike at vital spots to inflict extra damage. He may only do Acrobatic, Alertness, Combat Reflexes, Deceptive,
this when his opponent is unable to defend herself effectively Dodge, Double Tap, Improved Initiative, Low Profile, Point
from his melee attack. Blank Shot, Precise Shot, Quick Draw, Stealthy, Weapon
The Unseen Hands attack deals extra damage any time Finesse, Weapon Focus.
his target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when Ranged Sneak Attack
the Unseen Hand flanks his target. This extra damage is 1d4 At 3rd level, the Unseen Hand learns how to make sneak attacks
at 1st level, and it increases by 1d4 every three Unseen when using ranged weapons. He may only do this when his
Hand levels thereafter. Should the Unseen Hand score a opponent is unable to defend herself effectively from his attack.
critical hit with a sneak attack, this extra damage is not The Unseen Hands attack deals extra damage any time
multiplied. his target would be denied a Dexterity bonus to AC (whether
With a sap or an unarmed strike, an Unseen Hand can make the target actually has a Dexterity bonus or not), or when the
a sneak attack that deals nonlethal damage. He cannot use a Unseen Hand flanks his target. This extra damage is 1d4 at
weapon that deals lethal damage to deal nonlethal damage in 3rd, and it increases to 2d4 at 9th level. Should the Unseen
a sneak attack, not even with the usual 4 penalty, because Hand score a critical hit with a sneak attack, this extra damage
he must make optimal use of his weapon in order to execute a is not multiplied.
sneak attack. (For details on nonlethal damage, see Chapter 5 The Unseen Hand can apply sneak attack damage to
of the d20 Modern Roleplaying Game.) ranged attacks only if the target is within 10 feet. He cannot
An Unseen Hand can sneak attack only living creatures strike with deadly accuracy from beyond that range. At 6th
with discernible anatomies. (Some campaigns may feature level, this range increases to 20 feet, and at 9th level it
monstrous entities that lack vital areas to attack, for example increases to 30 feet.
undead, constructs, oozes, plants, and incorporeal creatures.)
Any creature that is immune to critical hits is not vulnerable Improved Feint
to sneak attacks. The Unseen Hand must be able to see the At 8th level the Unseen Hand gains the Improved Feint class
target well enough to pick out a vital spot and must be able to ability which functions identically to the feat of the same name.
reach such a spot. An Unseen Hand cannot sneak attack when The Unseen Hand can make a Bluff check in combat as a
striking a creature with concealment or striking the limbs of an move action. (Normally, feinting in combat requires an attack
opponent whose vitals are beyond reach. action.) He receives a +2 bonus on Bluff checks made to feint
in melee combat.

Table 11: The Unseen Hand


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +2 +1 Sneak attack 1d4, sneaky +1 +0
2nd +1 +0 +3 +2 Bonus feat +1 +0
3rd +2 +1 +3 +2 Ranged sneak attack 1d4 (10 ft.) +2 +0
4th +3 +1 +4 +2 Sneak attack 2d4 +2 +0
5th +3 +1 +4 +3 Bonus feat +3 +1
6th +4 +2 +5 +3 Ranged sneak attack 1d4 (20 ft.) +3 +1
7th +5 +2 +5 +4 Sneak attack 3d4 +4 +1
8th +6 +2 +6 +4 Improved feint +4 +1
9th +6 +3 +6 +4 Ranged sneak attack 2d4 (30 ft.) +5 +2
10th +7 +3 +7 +5 Sneak attack 4d4 +5 +2

16
Crime and Punishment

Hyung, ADonna & McCormick


More and more lawyers seem to be a necessary part of daily But they did have clients. In fact, after less than a month in
life. No matter what business a person is in or where she lives, business, the firm was so busy that they had to take on extra
there is a seemingly omnipresent threat of someone filing staff. Most of the cases were mere formalitiesfiling paper work
suit against her. But lawyers generally charge hundreds of for moneys or services owedand even though the firm took
dollars an hour just for consultation fees, and the profession an unlawyerly small percentage as their fee, Hyung, ADonna &
has a reputation for being shady, manipulative, and miserly. McCormick still became an exceedingly profitable venture. By
And when they find themselves in situations where a lawyer is their first anniversary the company had opened a second office,
necessary, most people have no idea where to turn. For many then two more the following year. Now the firm has storefront
low-income residents of the city, the best solution is often the offices eight of the poorest neighborhoods and regularly
offices of Hyung, ADonna & McCormick, Attorneys at Law. scheduled office hours in community centers all over city.
The owners of this practiceTan Hyung, Vincent ADonna, The majority of the firms business comes from people
and Gregory McCormickgrew up on the same block in the who are unable to afford private legal counsel but too proud
city and have been friends for as long as they can remember. to seek assistance at the free municipal legal clinics. They
They remained close through high school and, although they also take on more affluent clients, but they dont show any
went to separate colleges and law schools, stayed as close as preference to these individualsin fact, they often give the
possible through the years. Eventually they wound up as junior distinct impression that the work they do for poor clients is
partners in different law firms within the city, still friends and more important (an attitude that does not sit well with paying
colleagues. Their connection would have remained completely clients). Still, there is some prestige and an appearance
social if not for Proposition M92. of working-class virtue that goes along with having Hyung,
The legislation in question was a proposal for the city to ADonna & McCormick represent you in a case.
use eminent domain to acquire the buildings that comprised Besides legal counsel, the firms offices provide notary,
the trios old neighborhood, evict the current residents, and licensing, tax preparation, and even bail bond services which,
convert the land into a massive parking structure and public because they all are underwritten or completely paid for by
transportation depot. The friends might never have become grants and donations, they provide for no fee to their poorest
involved if not for the wording of the proposition, which clients. Other clients are asked to pay a reasonable fee for
claimed that the new edifice was meant to improve the quality the services.
of life for neighborhood residents. Tan, Vincent, and Gregory
knew the residents, and they knew that they would get no
improvement in the quality of their lives by being forced to sell
their homes and relocate. In fact, the only improvement would
be for the executives working in the nearby business district
who now would have a more convenient and secure place to
park their luxury automobiles.
The friends families had long ago moved from the
neighborhood but they still had many friends there, so
they volunteered their time and legal expertise to organize
opposition to Proposition M92. In doing so they uncovered a
basketful of sweetheart deals the Mayors office had struck
with several contractors (who also happened to be big political
contributors). They also discovered a long list of other
injustices and violations that the local residents could fight
in the courts. It was only then that they found out that their
friends had little access to and no trust for legal professionals.
After a few evenings of discussion, Hyung, ADonna, and
McCormick decided to leave their current practices and create
a new partnership designed to serve the needs of the citys
middle- and low-income residents.
During their battle over Proposition M92 the group learned
a great deal about support programs, tax incentives, grants,
and zero-interest loans that were available to businesses
located in and servicing inner city neighborhoods. They put
this knowledge, along with various contacts made at their old
jobs, to such good use that the fledgling legal firm would be
profitable even if it didnt have a client for the first three years. 17
Crime and Punishment
Using Hyung, ADonna & McCormick DC 10: They have a series of free legal clinics that are
The firm of Hyung, ADonna & McCormick can serve a nearly advertised on late night television.
unique position in most campaignsa law firm that actually DC 15: Hyung, ADonna & McCormick is a firm that
has the good of the people as its mission. They can offer to specializes in providing quality legal representation and other
represent the heroes if they have any legal entanglements services to low-income clients. The heroes also learn the
(and they will be especially likely to do so if the heroes are location of the nearest storefront office.
known for taking actions that protect or support the helpless DC 20: The heroes learn the details of the law firms most
and destitute). They can also serve as a source of assignments recent high-profile cases. The also are told the location of
for the heroes, sending clients to them when their situations several more storefront offices.
are beyond the purview of legal action (the law firm might DC 25: They meet someone who has been helped by
even offer to pay a fee for this assistance, or even put the Hyung, ADonna & McCormick and can give detailed explanation
heroes on retainer). of how the firm works and what they charge.
Hyung, ADonna & McCormick is also a resource the heroes DC 30: The heroes learn the firms history and the
can use when they need help in other legal avenuesobtaining background of the senior partners.
licenses, permits, and other official documents, filing taxes,
applying for grants, setting up and managing charitable Research
institutions, or any other function that goes more smoothly This check represents the heroes combing through the
when a lawyer is involved. Depending on the heroes financial archives of newspapers or magazines, talking with local
situations and their participation in other ventures with the firm, regulators or officials, or using the Internet to call up all
these services can possibly be gotten at a substantial discount. available information on Hyung, ADonna & McCormick. The
information represents a broad mixture of fact and editorial
Learning About Hyung, ADonna & McCormick opinion. At the GMs discretion, the heroes may instead use
The heroes can learn about Hyung, ADonna & McCormick in Knowledge (current events) to access this information, but in
several different ways. The following charts present some that case the DCs should be increased by at least +5.
information and the DCs for skill checks needed to discover DC 5: Hyung, ADonna & McCormick are a legal firm with a
that information. In each case, success at beating a DC grants handful of offices around the city.
that information and all the information provided by any lower DC 10: The heroes uncover details of a recent case the firm
DC results. At the GMs discretion, appropriate Knowledge has worked on.
checks may be used to learn the same information. DC 15: The firm specializes in providing quality legal
representation to low-income clients. It also has been awarded
Gather Information numerous citations and awards for its work in the various
This check represents the heroes talking with people who live in communities it serves.
the city where Hyung, ADonna & McCormick currently have one DC 20: The heroes discover the personal histories of
or more offices. The information presented reflects the opinions Hyung, ADonna, and McCormick and learn how the firm came
commonly held by average citizens (not law enforcement or into existence.
other official agencies). At the GMs discretion, the heroes may DC 25: The heroes uncover records showing the various
instead use Knowledge (streetwise) to access this information, grants, programs, and state, federal, and municipal programs
but in that case the DCs should be increased by at least +5. that fund the firmnothing at all illegal. In fact they seem to
DC 5: Theyre a fancy law firm that has ads hanging in be making especially effective use of the funds.
buses and subway cars.

The Rule of Law


In many modern campaign settings, the heroes adventures The following new feats are intended to fill those gaps,
will make it necessary for them to spend a great deal of time allowing for characters to improve their ability to interact with
interacting with the police or other law enforcement agencies. law enforcement agents without making them charming or
These interactions can easily be adjudicated using the persuasive in other situations. If the Game Master does not
existing skills and ability modifiers. However, there are several want to encourage the creation of characters like that, then
personality archetypes that are not completely served by the she may not want to allow these feats in her campaign.
existing rules.
It is difficult, for example, to create a tough street thug who, Just a Warning
despite his lack of education in nearly every other area, has Law enforcement or other authorities are well disposed toward
a near encyclopedic knowledge of police procedure. Likewise, you because of your past exploits.
one would have a hard time creating an obnoxious, unlikable Benefit: You gain a bonus equal to your character level on
character who can talk his way out of a traffic ticket because Diplomacy and Gather Information checks while dealing with a
18 his father is the mayors golfing buddy. particular type of authority or government official.
Crime and Punishment
Special: Not all law enforcement agencies are impressed Well Connected
by the same things. Indeed, sometimes they can be practically Law enforcement or other authorities are well disposed
antagonistic toward one another. Before taking this feat, toward you because of your or your familys personal
discuss with the GM exactly which type of authority you want to connections.
be able to impress. Benefit: You gain a bonus equal to your Reputation
bonus on Diplomacy, Intimidate, and Gather Information
Letter of the Law checks when dealing with a particular type of authority or
You may not have passed the Bar exam, but you know the law. governmental official.
Benefit: You gain a bonus equal to your character level Special: Before taking this feat, discuss with the GM exactly
on Diplomacy, Intimidate, and Knowledge (civics), and Gather who it is that you know or is related to. This bonus will only
Information checks when dealing with lawyers, judges, or other apply when dealing with characters who know and like that
people who work within the judicial system. person. For example, if you are the Mayors nephew you
Special: Laws are different from state to state (and sometimes will get the bonus when dealing with member of the police
from county to county). At the Game Masters discretion, the squad but not visiting FBI agents. And you may actually get a
bonus provided by this feat may be decreased when you are significant penalty when dealing with people who dislike the
dealing with laws and statutes that are significantly different than mayor (such as a member of the City Board who ran against
those you are used to. If the legal system is sufficiently different the mayor in the election).
(such as in a foreign country), you may gain no benefit at all.

The Lords of Agony


There isnt a city in America (perhaps even the world) that had been expecting only token resistance, if any) and the
does not have at least a handful of street gangs. Some gangs youths soon were gathering up their fallen comrades and
are organized around geography (with membership drawn from fleeing. Someone wondered aloud, Who the hell are those
anyone living within a specific collection of city blocks) while boxer dudes? And although most of the fighters merely
others are based on race (with each nationality and ethnic laughed, one called back, Were the Lords of Agony! When
group having its own gang). A less common sort of gang the others asked what that meant, the man said that it just
organizes itself around a shared belief system, philosophy, or something he and some friends used to say in high school
even religion. The Lords of Agony are an example of the latter. when they wanted to scare the nerds.
In point of fact, the Lords of Agony began as a social That would have been the end of it. In fact it was the end
club or, at the very least, a sporting club of sorts. The of it for several weeks until graffiti began appearing on local
original members were a group of men who participated buses, trains, and buildingsvarious street gangs calling
in unlicensed underground ultimate fighting matches the Lords of Agony out for a battle royale. Word somehow
beating one another senseless for the entertainment of a had spread throughout the citys gangs about this new
bloodthirsty crowd. group and all the established gangs were looking to prove
The gang came into existence one night when a series their dominance.
of fights were unexpectedly cancelled by the police raiding Since the underground fight promoters were all still
the venue and arresting the promoters just as the first bout keeping low profiles, there were no matches for the new
got underway. Most of the crowd got away, including all the friends to participate in. Whats more they actually enjoyed
fighters except the pair in the ring. The fighters found they the chaos of street fighting even more than their usual
had a lot in common including the fact that they all were still bouts (which had to be at least regulated enough so that the
riding the adrenaline high of preparing for their boutsthey audience could safely watch). So when the graffiti became
desperately wanted to fight or do something violent to blow more insulting, calling into question the Lords of Agonys
off steam. Holding their matches anyway was a possibility, strength, courage, and parentage, the group decided to
but without the crowd egging them on the fighters did not respond. Through graffiti of their own, the group let it be
feel particularly compelled to come to blows with someone known that they accepted one of the invitations to fight.
they got along with. No, what they wanted was another group They knew, though, that they only won the last fight
of combatants they could fight against as a team. because of the element of surprise. They would need more
They got their wish when they happened across a street than a half-dozen bare-knuckle boxers to beat a whole street
gang out trying to scare up trouble. The gangers mocked gang, and so each one invited suitably violent acquaintances
and taunted the fighters, who were still bare-chested and to join their gang. However, when they gathered their
wearing only fighting trunks. Without a second thought, the forces together they found quite a few more people than
new friends took the bait and started a brawl despite the they expectedtheir acquaintances had invited other
fact that they were outnumbered more than two-to-one. acquaintances until they really did have a small army waiting
Their savagery and skill quickly overcame the gang (who to be led into battle. 19
Crime and Punishment
Despite the fact that three opposing gangs showed up rumbles with other gangs (there certainly is no lack of
instead of just one, the results were similar to the first gangs that would like to see the group beaten). Through
fightthe Lords of Agony thrashed their rivals convincingly, placement of ads in newspapers and personals sections, email,
then just disappearing into the night. This infuriated the other graffiti, and just word of mouth, the Lords of Agony would
gangs and frustrated the police. The newest gang in town was function like a small army of nomads, showing up at a specific
essentially immune from reprisals and impossible to catch. place and time to fight against a pre-arranged opponent, but
Unlike most gangs, the Lords of Agony were not interested in otherwise never gathering as a whole.
turf or control over some of the citys drug tradethey were In this case, the organizers will attempt to enforce
simply in it for the violence. particular rules of conduct. They will forbid members of the
Now what was once just a lark is a very real organization. Lords of Agony from using any firearm or bladed weapon,
The new members of the Lords of Agony want to know when and try to instill in them a type of warriors codefighting
the next fight would be, threatening to go out and commit only against those who seek battle, never beating an
random acts of violence in the gangs name if a suitable event opponent who is unconscious or helpless, and other
is not arranged. The boxers find themselves as the leaders honorable standards. The gang will be encouraged to be self-
of a group that is more bloodthirsty than any crowd they ever policing, with members taking responsibility for the actions
fought for, and they have no idea what to do about it. of others around themif you see someone breaking the
code, stop them. It remains to be seen how well this plan will
Using the Lords of Agony work when put to the test.
The Lords of Agony is an organization at a crossroads. Its On the other hand, the original members may decide that
history so far has been one of strongly regulated violence. they simply do not want to have anything to do with this new
The original members were all highly skilled brawlers who were organization. They did not set out to start a street gang and,
simply looking to let off a little steam. The new, larger group really, the idea frightens and repels them. In this case, the
contains many people who are merely sadists looking for an Lords of Agony will take a much different path.
excuse to commit violent acts. The direction the group takes New leaders will quickly rise to take the place of the
from here is completely in the Game Masters hands. original members. However, rather than being skilled,
On the one hand, some or all of the original members principled warriors, these new leaders will be misanthropic
could commit to taking strong control over the group. They sadists who enjoy the thrill of committing acts of violence
might organize a communication chain and arrange for more and brutality and being part of a raging mob. They will not

20
Crime and Punishment
go through the formality of informing their intended targets of Agony will break off or avoid the battle entirelythey are
ahead of time, nor will they put any prohibitions on what enthusiastic, not stupid.) They prefer to fight hand-to-hand,
weapons or tactics members of the Lords of Agony may but many gang members are also ready and willing to fight
employ. The gang will be something like a flash mob, with knives or even guns if their opponents elect to do so.
showing up at a particular place and flying into a violent
murderous rage at a particular time with no discernable Learning About the Lords of Agony
warning or provocation. They might attack another gang, The heroes can learn about the Lords of Agony in several
but they might also simply show up in any large group of different ways. The following charts present some
civilians (at a sporting event or in the middle of a crowded information and the DCs for skill checks needed to discover
shopping district). that information. In each case, success at beating a DC
The original members might actually work with the police grants that information and all the information provided by
or even organize a completely new organization to combat the any lower DC results. At the GMs discretion, appropriate
new ultra-violent Lords of Agony. Knowledge checks may be used to learn the same
information.
Typical Lords of Agony Members
Like any large group, the Lords of Agony is comprised of a Gather Information
wide range of individuals, each with his or her own unique set This check represents the heroes talking with people who
of skills and abilities. However, for the GMs purposes, it can be live in the city where the Lords of Agony are currently
supposed that the vast majority of the gang members will have functioning. The information presented reflects the opinions
similar stats. In general they will be Tough ordinaries ranging commonly held by average citizens (not law enforcement or
in level from 3rd to 10th. other official agencies). At the GMs discretion, the heroes
For every five typical members of the gang present, may instead use Knowledge (streetwise) to access this
there will also be one Tough hero whose level is equal to information, but in that case the DCs should be increased by
heroes party average level. In addition, for every twenty at least +5.
typical gang members present, there will also be one Tough DC 5: The heroes learn that the Lords of Agony are a local
hero whose level is equal to the 5 + the heroes party street gang. No one can agree from what part of town they are
average level. Below is a typical mid-level heroic member of fromevery person tells them something different.
the gang. DC 10: No one can ever remember having actually seen
Lords of Agony Gang Member (Tough 5/Martial Artist the gang. In fact, the only place they really know them from is
3): CR 8; Medium-size human; HD 5d10 + 3d8 + 24; hp 65; seeing their names in graffiti.
Mas 20; Init +2; Spd 30 ft.; Defense 19 melee/18 ranged, DC 15: The graffiti always seems to involve one of the
touch 18/17, flat-footed 16/15 (+2 Dex, +3 Tough, +2 well-known street gangs insulting the Lords of Agony or
Martial Artist, +1 leather jacket); BAB +6; Grap +9; Atk challenging them to a fight. Perhaps the Lords of Agony
+9 melee (1d6 +3, bludgeoning, unarmed strike); Full Atk arent real after all.
+9/+4 melee (1d6 +3, bludgeoning, unarmed strike); FS DC 20: One of the local gangs claims to have actually
5 ft. by 5 ft.; Reach 5 ft.; AL none; SQ DR 2/; SV Fort +8, had an encounter with the Lords of Agony. They say that the
Ref +3, Will +1; AP 10; Rep: +1; Wealth: 9; Str 17, Dex 15, Lords jumped them with no provocation and beat them up then
Con 17, Int 11, Wis 10, Cha 11. disappeared into the night.
Occupation: Adventurer (bonus class skills: Spot, DC 25: A few weeks ago there was a big rumble where
Treat Injury). the Lords of Agony actually beat three other gangs in a
Skills: Intimidate +11, Jump +6, Spot +6, Treat Injury +5, massive fight.
Tumble +8. DC 40: Someone the heroes talk to knows the name Lords
Talents: Damage Reduction 1/, Damage Reduction 2/, of Agony. Me and some friends used to use it in high school
Flying Kick, Living Weapon (1d6), Second Wind. when we threatened to beat up the nerds. This person gives
Feats: Combat Martial Arts, Combat Reflexes, Defensive the heroes the names of the others who used the term and
Martial Arts, Great Fortitude, Improved Damage Threshold, one of them is an original member of the gang.
Personal Firearms Proficiency, Power Attack, Teamwork*.
* New featif the Teamwork feat is not available in your Research
campaign, replace this with Cleave. This check represents the heroes combing through the
Possessions: Cell phone, leather jacket, and various archives of newspapers or magazines, talking with local police
personal possessions. or other officials, or using the Internet to call up all available
Tactics: As a general rule, members of the Lords of Agony information on the gang. The information represents a broad
enjoy fighting just for the fun of it. They are not bothered by mixture of fact and editorial opinion. At the GMs discretion,
being slightly outnumbered, counting on their ferocity and the heroes may instead use Knowledge (current events) to
fervor to give them an edge. (If their opponents have vastly access this information, but in that case the DCs should be
superior numbers or armament, though, members of the Lords increased by at least +10.
21
Crime and Punishment
DC 6: The phrase Lords of Agony has been showing up injuries were suffered during a fight between his gang and
frequently in graffiti recently. No one knows what it means. the Lords of Agony. There are no records of any gang using
DC 12: The phrase is always used as the recipient of an that name.
insult or a challenge. It might be a new slang term meaning DC 24: Police responding to a report of gang violence
losers or jerks. It might even be a term for a specific arrived too late but brought several unconscious youths in for
ethnic or cultural minority (if so, the graffiti is technically a medical treatment. Under questioning they all claimed that the
hate crime). rumble was arranged by the Lords of Agony. There remains
DC 18: A seventeen-year-old member of a local gang no further record of any such gang or organization.
was hospitalized a few weeks back and reported that his

Mob Tactics
The d20 System does an excellent job of distilling the For the purposes of this variant rule, a mob is any unified
wild chaos of combat into an elegant, flexible set of rules. group of human or humanoid opponents that outnumbers a hero
Because it is designed to be a fair and balanced game, or group of heroes by 10-to-1 or greater. The mob must be a
however, there are some instances where the rules smooth contiguous group; in other words, all members of the mob must
over some of lifes inequities, such as the very real, but be adjacent to one or more other members. Members of a mob
difficult to quantify, advantage that a large group can have do not get individual actions and cannot use special abilities,
over a smaller one. Or the benefits gained by fighting in a talents, or featsthey simply move in conjunction with the mob.
group that has been trained to fight as a unit rather than as a When fighting against a mob, each round a hero
collection of individuals. automatically suffers damage. The damage inflicted is equal to
The following new feat and variant rule are designed to 1d3 points of bludgeoning damage for every member of the
make fighting groups more dangerous, and mobs something mob standing in a square adjacent to the hero. So a hero that
for even high-level heroes to fear. They will heavily tip the is completely surrounded by a mob will suffer 8d3 points of
balance of power in favor of larger groups, so the Game Master bludgeoning damage per round until he can either get free of
should consider the repercussions closely before adding these the mob or disperse it. Despite the fact that damage caused
rules to her campaign. by a mob actually comes from several sources, it counts as a
single attack for the purposes of overcoming a heros damage
Teamwork reduction and massive damage threshold.
You have trained in the maneuvers and tactics of fighting as If the mob is made up of non-human creatures, the
part of a larger group. Game Master may change the amount of damage inflicted to
Benefit: When you and one or more allies who also have reflect the creatures natural abilities. For example, a mob of
the Teamwork feat are in melee combat with the same single werewolves might do 1d6 points of damage for every adjacent
opponent, you get the benefits of flanking no matter where mob member, or a mob of troglodytes might do 1d4 points of
you and your allies are standing. damage for every adjacent mob member and cause the heroes
Normal: You gain the benefits of flanking only if your to deal with their stench effect.
opponent is directly between you and an ally. Luckily for the heroes, mobs are so densely packed that it
Special: Allies without the Teamwork feat can still gain a is easy to find an available target. The heroes do not have to
flanking bonus in the usual way. make attack rolls. They just roll damage normally based on the
weapons they are using. A mob cannot be sneak attacked and
Variant: Mob Mentality is immune to massive damage (the heroes cannot focus their
Individually, people act in very different ways, each according attacks against individuals within the swarming mob). Mobs are
to his or her own personality and beliefs. But when a large immune to mind control and fear effects that target individuals,
group of people find themselves working toward a single but may still be affected by these effects if they target an area
goal (particularly when the group is upset or the goal is that covers more than half the mob.
emotionally charged) the group takes on a life of its own. In order to disperse a mob, the heroes must do lethal
Psychologists and combat tacticians alike have spent years damage to it equal to twice the size of the mob. So a mob
studying mobs and learning that they truly are more than of 10 people will disperse after the heroes inflict 20 points
just the sum of their parts. Mobs are more dangerous than of lethal damage, but a mob of 100 people will not disperse
individuals. They are capable of much greater damage and do until the heroes have inflicted 200 points of damage. Once
not act according to the normal of social or moral behavior. In dispersed, the individual members of a crowd may stay in
many ways, a mob of people is no more logical (and no less close proximity, but they each act according to their own
dangerous) than a wild animal. personality and beliefs

22
Crime and Punishment

The Shield of Justice (The Shield of Retribution)


Crime can be a big problem in a modern urban setting. There while defensive action such as neighborhood patrols were
are a finite number of law enforcement officials on duty at any good for preventing petty crime on the streets, the only way to
one time, and there are a seemingly endless number of petty, affect the hardcore violent crime that plagued the city was to
violent criminals waiting to victimize the citizenry when those take offensive measures.
officials are not around. Faced with this escalating threat, some Ray gathered several men and women he knew from his
citizens adopt a siege mentality, locking themselves in their days in the Army as well as a handful members of the Shield
homes and hoping that it will pass them by. Others, however, of Justice who had expressed a desire to take a more active
prefer to be more proactive. stand against crime. He explained to them that, just as the U.S.
Ray Ensino was one such motivated individual. Rather than Army has regular infantry and Special Forces, the Shield of
give in to the criminal element that plagued his city, he organized Justice needed a group of highly trained, motivated individuals
a neighborhood watch group. A retired Army Ranger, Ray was to strike against enemies that were particularly too powerful,
able to give his volunteers basic training in surveillance and determined, or well-connected. This new group, he said, would
self-defense. In order to give his volunteers a greater sense of be called the Shield of Retribution.
accomplishment and esprit de corps, he always referred to the This new secret organizations first assignment was to
group as a unit and their nightly walks around the neighborhood identify and neutralize the perpetrators the twenty-six killings
as missions. Most importantly, rather than refer to the group that plagued Ray Ensinos conscience. He made no bones about
as a neighborhood watch he called it the Shield of Justice. ithe wanted those responsible dead. And his new group
Ray presented members of the group with commendations of enforcers was more than happy to oblige. In less than two
for effective work. He rewarded individuals for alerting the months, before the police were able to solve any of the cases,
police to a crime in progress (drug deals, robberies, etc.) or the Shield of Retribution made the point moot by making a series
simply for helping a neighbor in need (bringing meals to the of surgically precise strikes and killing the individuals.
elderly, walking children home after school, etc.), giving them From that point on, Ray used the information gathered by
pins for minor accomplishments and medals for major ones. the various chapters of the Shield of Justice to plan a literal war
In a matter of only a few months, the neighborhood was not against crime, and used the members of the Shield of Retribution
only safer, but also a generally much more pleasant place. Ray to fight the battles. The vast majority of the volunteers know
was even able to convince the local merchants association to nothing about the dual nature of the organizationthey simply
buy red and gold varsity-style jackets that Shield of Justice
members could wear while on patrol.
Owning one of these jackets became a point of pride for
members of the organization. Wearing it marked them as
local heroes, particularly if it was festooned with medals and
pinsstrangers would stop them on the street just to shake
their hands, and not just in their neighborhood either. Thanks
to several newspaper articles and a story on the local news
broadcast, the Shields of Justice were becoming recognized
all around the city, and Ray Ensino was being asked to speak
at community functions and organize new chapters of the
organization for other neighborhoods.
Thats when disaster struck.
Perhaps a member of the Shield of Justice inadvertently
interfered with a major organized crime initiative. Maybe a street
gang simply wanted to prove that they were tougher than a
bunch of middle-aged do-gooders. Whatever the reason, in a
single night twenty-six men and women were brutally murdered
simply because they were wearing red and gold jackets. Several
of the victims were not even members of the Shield of Justice
they just happened to be wearing jackets of similar design.
To the credit of volunteers across the city, membership in the
Shield of Justice actually increased following this incident. Rather
than being scared off, people were becoming more determined
than ever to help rid their city of such violence. Unfortunately,
the incident had a different effect on Ray Ensino.
He was haunted by the belief that he was responsible for
the deaths of twenty-six innocent victims. Ray decided that 23
Crime and Punishment
are giving their time to patrol the streets and make their homes violent man who is willing to do anything to protect his people
safer. But whenever Ray assists a new neighborhood in forming and mete out retribution.
a branch of the Shield of Justice, he scouts the new members for A shadow of his former self, Ray stands about six-feet tall
likely candidates to join his inner circle. and has broad shoulders, but underneath he is too lean. He
trains compulsively, working out in the gym and at the firing
Using the Shield of Justice range daily, and has a nervous demeanor. Ray jumps whenever
Any campaign that features a crime-ridden city (or even just a someone calls out his name, and assumes a defensive martial
neighborhood that has fallen on hard times) will have a place for arts posture practically every time he is touched. Most
the Shield of Justice. These are concerned, motivated citizens people believe that he is just worn because of all the public
who are willing to take an active role in cleaning up their home. For appearances and fund raising hes done, but the truth of the
the most part they are middle-aged men and women without any matter is that Ray Ensino is wound too tightand theres no
real skills in combattheyre just average folks (in other words, telling when hes going to snap.
ordinary characters). They are, however, generally trustworthy Ray Ensino (Fast 3/Gunslinger 3): CR 6; Medium-size
and willing to provide the heroes with shelter, support, and most human; HD 3d8 + 3d10 +18; hp 45; Mas 16; Init +8; Spd 35
of all information about the goings on in their part of town. ft.; Defense 22, touch 20, flat-footed 18 (+4 Dex, +4 Fast,
The Shield of Justice can be used as the spark for +2 Gunslinger, +2 light undercover shirt); BAB +5; Grap +7;
adventuresmembers of the group bringing the heroes Atk +3 melee (1d4 +2, piercing, knife) or +10 ranged (2d6,
information that starts a new investigation. The group can also ballistic, Beretta 92F); Full Atk +3 melee (1d4 +2, piercing,
serve as a safety valvecalling in the police if the heroes get knife) or +10 ranged (2d6, ballistic, Beretta 92F); FS 5 ft. by
into troubleor even a complicating factor if the volunteers 5 ft.; Reach 5 ft.; AL Shield of Justice/Retribution; SV Fort +5,
manage to put themselves in harms way. Ref +8, Will +4; AP 9; Rep: +2; Wealth: 8; Str 15, Dex 19, Con
It is certainly possible for a campaign to use only the Shield 16, Int 10, Wis 12, Cha 10.
of Justice. There are many similar organizations in the real Occupation: Military (bonus class skills: Knowledge
world. Ray Ensino started out as a man with a philanthropic (tactics), Survival).
missionthere is no reason why he cannot stay purely that in Skills: Hide +12, Intimidate +3, Knowledge (tactics)
any given campaign. +6, Move Silently +15, Sleight of Hand +10, Survival +7,
Tumble +13.
Using the Shield of Retribution Talents: Close Combat Shot, Evasion, Increased Speed,
Although this organization is described here as the secret inner Weapon Focus (Beretta 92F).
circle of the Shield of Justice, the background can be modified Feats: Double Tap, Improved Initiative, Personal Firearms
to suit the needs of a particular campaign. What really matters Proficiency, Point Blank Shot, Precise Shot, Stealthy, Track.
is that the Shield of Retribution is a small organization of Possessions: Beretta 92F, knife, light undercover shirt,
highly trained people who are engaged in fighting criminals night vision goggles, walkie-talkie (professional), and various
on their own terms. To be plainer, members of the Shield personal possessions.
of Retribution believe quite literally in the eye for an eye Tactics: Ray is a trained commando, and he applies the
philosophy of social justice. tactics he learned as an Army Ranger to his work on the
Although the group aims to do good and protect innocent streets. His missions are always tightly planned and secondary
citizens, the fact of the matter remains that the Shield of personnel are highly trained and given clear directions
Retribution is a gang of thugs and murderersits just that regarding the target, the rules of engagement, and what
their victims are all murderers and thieves themselves. Ray to do should the plan fall apart. In general, these missions
Ensino runs the organization like a military unit. He demands revolve around assassinating criminalsdrug dealers, hit
complete discipline and accountability from his troops, even men, kidnappers. He considers the good done for the innocent
when their missions require the commission of capital crimes. citizens of the city to outweigh any moral questionability of his
Members of the Shield of Retribution are usually heroic actions. Once the assignment is complete, or it becomes clear
characters. They often have military experience, but at the very that it is unattainable, Ray and his team leave as quickly and
least have strong training in the use of firearms and hand-to- quietly as possible. They will not take action against anyone
hand combat. As a whole they believe that the ends justifies other than their targets unless they come under direct fire.
the meansarson, battery, and even murder are acceptable
strategies to employ in order to eliminate the criminal element Learning About
in the city. the Shield of Justice/Retribution
The heroes can learn about the Shield of Justice and the Shield
Ray Ensino of Retribution in several different ways. The following charts
Although Ray was once a focused, assertive man trying to present some information and the DCs for skill checks needed
make the world a safer place, the belief that he is responsible to discover that information. In each case, success at beating
for the deaths of twenty-six civilians and responsible for the a DC grants that information and all the information provided
lives of everyone who wears a Shield of Justice jacket has by any lower DC results. At the GMs discretion, appropriate
24 pushed him over the edge. He is now an obsessed, moody, Knowledge checks may be used to learn the same information.
Crime and Punishment
Gather Information represents a broad mixture of fact and editorial opinion. At
This check represents the heroes talking with people who live the GMs discretion, the heroes may instead use Knowledge
in the city where these organizations are currently functioning. (current events) to access this information, but in that case the
The information presented reflects the opinions commonly DCs should be increased by at least +10.
held by average citizens (not law enforcement or other official DC 5: The Shield of Justice is a loose affiliation of
agencies). At the GMs discretion, the heroes may instead use neighborhood watch organizations. Members can be identified
Knowledge (streetwise) to access this information, but in that by the red and gold jackets they wear.
case the DCs should be increased by at least +5. DC 10: The group was founded by Ray Ensino a few years
DC 5: Thats those guys who wear the red jacketsI think ago. Wherever it has been introduced, it has reduced the local
theyre a gang or something. crime rate by at least 15%.
DC 10: The Shield of Justice is a neighborhood watch DC 15: Ray has become a local media star. He has been
group. You can tell members because they wear red and gold interviewed by just about every local magazine, newspaper,
jackets with lots of pins and stuff on them. and television station. He refuses to get involved with
DC 15: There are lots of individual branches of the Shield politicshe says his only goal is to help people make their
of Justice operating in different neighborhoods. Theres one streets safer.
guy who runs them all, though. DC 20: The Shield of Justice has given a greater focus on
DC 20: Ray Ensino started the group a few years back to self-defense since an incident a few years back when several
help clean up his own neighborhood, now hes helping other members were hurt while on patrol.
areas do the same thing. DC 25: The hero learns details about the 26 murders
DC 25: Ray is ex-Army. He teaches basic tactics and skills (including the fact that not all of them were members of the
to each new group he organizes. group). After that night, Ray stops appearing in the media
DC 30: There are rumors that some members of the Shield almost completely.
of Justice do more than just patrol their neighborhoods. People DC 30: A handful of police reports contain claims that
say that sometimes they take matters into their own hands. members of the Shield of Justice have been responsible for
DC 35: I heard that a local drug pusher was murdered aggravated assault. All these reports come from recidivist
the other night, and a witness saw someone in a red and gold drug dealers and violent criminals, though, and are not
jacket do it. considered credible.
DC 35: Several criminals that the police have been
Research investigating or monitoring have recently gone missing. All of
This check represents the heroes combing through the them resided in neighborhoods that were home to branches
archives of newspapers or magazines, talking with local of the Shield of Justice. There is no evidence linking these
police or other officials, or using the Internet to call up all two facts, but it is a coincidence that has not gone unnoticed
available information on these organizations. The information by officials.

Firepower
The following new feats are designed to allow characters attack bonus. The penalty on attacks and bonus on damage
to use firearms to shoot at particularly vulnerable spots on applies until your next action.
their targets. They sacrifice accuracy in order to increase the Special: You may not use both Firepower and Power Attack
damage caused when they do hit. during the same round.
These feats are appropriate for use in any modern
campaign that features guns and firefights. The GM should Improved Firepower
be aware, however, that they make firearms even more Your ability to shoot particularly vulnerable spots increases.
deadly than they already are. Adding these feats is likely to Prerequisites: Base attack bonus +6, Point Blank Shot,
significantly increase the frequency with which the Massive Precise Shot, Firepower.
Damage rules come into play. Benefit: On your action, before making attack rolls for the
round, you may choose to subtract a number from all ranged
Firepower attack rolls and add the same number to all ranged damage
You have a knack for shooting targets in especially rolls. This number may not exceed your base attack bonus. The
vulnerable spots. penalty on attacks and bonus on damage applies until your
Prerequisites: Base attack bonus +3, Point Blank Shot, next action.
Precise Shot. Special: Improved Firepower replaces the benefits gained
Benefit: On your action, before making attack rolls for a through the Firepower featthe two feats may not be used
round, you may choose to subtract a number from all ranged in conjunction. You may not use both Improved Firepower and
attack rolls and add half that number (round down) to all Power Attack during the same round.
ranged damage rolls. This number may not exceed your base 25
Appendix: Open Game License
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places, and events; all artwork, trade dress, and graphic design elements.
Designation of Open Game Content:
All text in green boxes on pages 325.
Open Game License Version 1.0a
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Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
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Open Game Content, You represent that Your Contributions are Your original creation Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by
and/or You have sufficient rights to grant the rights conveyed by this License. Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
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