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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
d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
Urban Arcana, d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc., in the United States and other
countries and are used with permission.
Modern Organizations: Crime and Punishment 2006 The Game Mechanics, Inc. All rights reserved.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.
THE GAME MECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
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Made in the U.S.A.
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.
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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
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.
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
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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.
16
Crime and Punishment
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
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
Designation of Product Identity:
The Game Mechanics company name and logos; the Modern Organizations and Modern Organizations: Crime and Punishment names and logos; all named characters, organizations,
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
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open
Wizards of the Coast, Inc (Wizards). All Rights Reserved. Game Content you Distribute.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
contributed Open Game Content; (b)Derivative Material means copyrighted material indication as to compatibility, except as expressly licensed in another, independent
including derivative works and translations (including into other computer languages), Agreement with the owner of each element of that Product Identity. You agree not to
potation, modification, correction, addition, extension, upgrade, improvement, compilation, indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
abridgment or other form in which an existing work may be recast, transformed or conjunction with a work containing Open Game Content except as expressly licensed
adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly in another, independent Agreement with the owner of such Trademark or Registered
display, transmit or otherwise distribute; (d)Open Game Content means the game me- Trademark. The use of any Product Identity in Open Game Content does not constitute
chanic and includes the methods, procedures, processes and routines to the extent such a challenge to the ownership of that Product Identity. The owner of any Product Identity
content does not embody the Product Identity and is an enhancement over the prior art used in Open Game Content shall retain all rights, title and interest in and to that
and any additional content clearly identified as Open Game Content by the Contributor, Product Identity.
and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) Product Identity means 8. Identification: If you distribute Open Game Content You must clearly indicate which
product and product line names, logos and identifying marks including trade dress; arti- portions of the work that you are distributing are Open Game Content.
facts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 9. Updating the License: Wizards or its designated Agents may publish updated versions
themes and graphic, photographic and other visual or audio representations; names and of this License. You may use any authorized version of this License to copy, modify
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and distribute any Open Game Content originally distributed under any version of this
and special abilities; places, locations, environments, creatures, equipment, magical or su- License.
pernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product identity by the owner of the Product 10. Copy of this License: You MUST include a copy of this License with every copy of the
Identity, and which specifically excludes the Open Game Content; (f) Trademark means Open Game Content You Distribute.
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to the Open Game License 11. Use of Contributor Credits: You may not market or advertise the Open Game Content
by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, using the name of any Contributor unless You have written permission from the
modify, translate and otherwise create Derivative Material of Open Game Content. (h) Contributor to do so.
You or Your means the licensee in terms of this agreement. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
2. The License: This License applies to any Open Game Content that contains a notice License with respect to some or all of the Open Game Content due to statute, judicial
indicating that the Open Game Content may only be Used under and in terms of this order, or governmental regulation then You may not Use any Open Game Material so
License. You must affix such a notice to any Open Game Content that you Use. No terms affected.
may be added to or subtracted from this License except as described by the License it- 13. Termination: This License will terminate automatically if You fail to comply with all
self. No other terms or conditions may be applied to any Open Game Content distributed terms herein and fail to cure such breach within 30 days of becoming aware of the
using this License. breach. All sublicenses shall survive the termination of this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 14. Reformation: If any provision of this License is held to be unenforceable, such provision
of the terms of this License. shall be reformed only to the extent necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu- 15. COPYRIGHT NOTICE
tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
terms of this License to Use, the Open Game Content.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
5. Representation of Authority to Contribute: If You are contributing original material as Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
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,
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this John Tynes, Andy Collins, and JD Wiker.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Modern Organizations: Crime and Punishment, Copyright 2005 The Game Mechanics, Inc.;
You are copying, modifying or distributing, and You must add the title, the copyright Author: Stan!