Future: Starship 4
Transcript of Future: Starship 4
Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
Welcome to Ronin Arts Future: Starship 4 — TheLivingstone, the fourth in a new series of PDFs foruse with futuristic D20 System campaigns. Thisseries makes some assumptions about your campaign;the starship designs in this series will be most usefulin campaigns in which the following statements aretrue:
� The campaign is not a hard science setting.Campaigns that are more space opera/adventuremovie are the intended target for this series.
� Starships are not rare or unusual. All of the star-ships in this series assume that space travel is a stan-dard and common occurrence — individuals either flytheir own ships or ride on passenger ships. Starshipsand space travel are as common for characters as aplane ride is for people of our reality.
� Space combat is not uncommon. It s just anoth-er exciting adventure when the player characters haveto engage the enemy while fleeing from some worldor other.
� The campaign is packed with action. If thingsaren t exploding, how much fun can the game reallybe?
Most of the starships in this series are designed tofill an even number of pages. This is so that you canprint the pages — back-to-back if you wish — and dropthem into a binder. This introduction, and the pages ofnew starship equipment and assorted information, can
also be printed separately and added to your binder.The schematic and silhouette page is designed to beused as a player handout — it s what flashes up on theirship systems when they attempt to ID a ship — andGMs need only give the players the page when theyencounter a ship from this series.
About the AuthorMichael Hammes has been freelancing in the role-
playing industry since 2001. Starting small, he hassteadily built his repertoire, and reputation, by work-ing for such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance his writ-ing schedule with his role as stay-at-home father. Tocatch the latest from Michael s Imagination, pleasevisit www.michaelhammes.com.
e-Future Tiles: Star PatrolThe Livingstone design is based on SkeletonKey
Games e-Future Tiles: Star Freighter, Star Patrol,and Star Hunter tile set. While this PDF can be easi-ly used on its own you will get a lot more use out ofit in your game sessions if you construct the ship — atminiatures scale — using the printable tiles.
To learn more about SkeletonKey Games pleasevisit their website at www.skeletonkeygames.com.
New rules and ideasCRYONICS
Cryonics - The process of freezing and storing thebody of a diseased, recently deceased person to pre-vent tissue decomposition so that at some future timethe person might be brought back to life upon devel-opment of new medical cures.
One of the things that is not touched upon in theSRD, but is a staple of much science fiction and futurespeculation, is the idea of cryonics. And, to be honest,it doesn’t need to be. Cryonics, while an interestingconcept, is not very relevant to a PC in an action-ori-ented d20 Future campaign (except to maybe preservea severely injured PC until he or she can be gotten toproper medical facilities). After all, what kind of role-playing and adventuring goes on while a PC is frozen?Nevertheless, it can have its uses.
Campaign ToolCryonics is very effective as a campaign tool for
the GM to move PCs adventuring in one time (the d20Modern setting) and transfer them to another time (thed20 Future setting). How? Perhaps while defeatingtheir arch-villain, an evil dictator bent on unleashingan incurable virus upon the world, the PCs are allinfected. Realizing that they only have little time tolive and with no hope of a cure, the PCs enter a cry-onic state and are awakened in the future time.
In addition to cryonics being used to freeze andstore the bodies of the diseased and dying for a futuretime when their afflictions might be cured, cryonics isexpected to see use for space travel. At least during theearly days (or if the campaign is based on realistictravel times), when it takes years just to reach the edge
of the solar system, crews of spaceships would enter acryonic state in order to survive the long journey totheir destination. They would then remain in that cry-onic state until reaching their destination many yearshence, or until they encounter an emergency (andwe’ve all seen that movie).
Of course, being in a cryonic state for decades oreven centuries causes the world outside to change. Thetravelers could find that, upon awakening, the emptyplanet they were set to explore is already a thrivingcolony thanks to the development of superior enginetechnologies. This ties in nicely with the idea of mov-ing the PCs from one time to another, with the PCs asthe travelers that awaken to find vast changes in theworld (and maybe that the arch-villain they defeatedalso had himself frozen, or perhaps his descendantsnow rule the world with an iron fist, etc.). There are, ofcourse, many more possibilities, from finding that analien race has subjugated the PCs homeworld to beingthe last survivors of their species; I’ll leave such par-ticulars up to the GM.
Transportation UseWhile cryonics allow the transporting of a severe-
ly injured PC (or NPC) until he or she can get the prop-er medical attention, cryonics is also very useful fortransporting potentially troublesome or lethal cargo.Criminals, aliens, mutations, clones, and deadly virus-es and diseases (did I mention captured/kidnappedPCs?) are just a few of the creatures or things thatmight be placed into a cryonic state in order to betransported from one place to another. Naturally, some-thing always seems to happen to such cargo; itinevitably wakens (or is released) early and begins towreak havoc (we’ve all seen that movie too).
Quick Rules of CryonicsIn general, cryonics does not become a reality until
PL 6. At this point, drugs capable of preserving organs(especially the brain) from suffering damage during along-term cryonic state as well as the procedures forsafely placing a person into and out of a cryonic statebecome a reality.
At early PL 6 a cryonic specialist must still care-fully monitor this process, and both placing an indi-vidual into and out of a cryonic state requires the prop-er equipment and a successful Treat Injury check (DC25; considered surgery) on the part of the cryonic spe-cialist. A failed Treat Injury check means that the indi-vidual entering or exiting a cryonic state suffers somesort of ill effect (usually one, but to make things inter-esting the GM can use 1d4):
Roll d100 Result01-07 Individual is blind (01-25 left
eye, 26-50 right eye, 51-100both eyes; blindness in one eyethrows off depth perception andimposes a -4 penalty to allranged attacks and a -2 penaltyto Spot checks).
08-14 Individual is deaf (01-25 leftear, 26-50 right ear, 51-100 bothears; single ear deafness causes-4 penalty to all Listen checksand other hearing-dependentskill checks).
15-21 Individual suffers spinal dam-age (01-50 paraplegic, 51-100quadriplegic).
22-28 Individual suffers nerve dam-age and loses the use of onelimb (01-25 left arm, 26-50 leftleg, 51-75 right leg, 76-100).
29-50 Individual suffers brain dam-age (01-40 loses 1d4 points ofIntelligence permanently, 41-80loses 1d4 points of Wisdompermanently, 81-100 loses 1d4points of Intelligence and 1d4points of Wisdom permanent-ly).
51-57 Individual suffers seriousscarring and disfigurement(loses 1d4 points of Charismapermanently).
58-62 Individual suffers nerve trau-ma (loses 1d4 points ofDexterity permanently).
63-67 Individual suffers musculardamage (loses 1d4 points ofStrength permanently).
68-87 Individual suffers great phys-ical trauma (loses 1d4 pointsof Constitution permanently)
88-92 Individual becomes insane(either permanent confusioneffect or GM picks from one ofthe hundreds of mental afflic-tions; paranoia and personalitychanges are favorites).
93-100 Individual dies (01-35 cardiacarrest; 36-100 brain aneurysm).
An individual cannot enter a cryonic state with-out a cryonic specialist. An individual forced out ofa cryonic state without a cryonic specialist (i.e. dueto a power failure, computer error, damage to theequipment) at a minimum suffers 1d4 of the illeffects and will most likely also die (85% chance ofinstant death in addition to the ill effects) sincethere is no cryonic specialist to oversee the processand administer the proper drugs.
Placing an individual into or out of a full cryon-ic state requires 4 hours. An individual is sedatedwithin 1 minute of beginning the process to enter acryonic state and is not fully revived until the last10 minutes of exiting the cryonic state (and is thengroggy and disoriented for an hour thereafter).
If the GM wishes to make the process more haz-ardous, he or she may require a Treat Injury checkevery hour and can also require the individual enter-ing or exiting a cryonic state to succeed at aFortitude save (DC 20), either once, or every hour,with failure resulting some sort of ill effect as illus-trated above.
As cryonic research progresses through PL 6,the risk begins to be minimized and more of theprocess becomes automated. In the latter stages ofPL 6, a cryonic specialist is still required to bring anindividual into the cryonic state (by performing aphysical and tailoring the process to the individual’sphysical and mental limitations), but the procedurehas been more standardized and automated so thatthe Treat Injury check is reduced (DC 15).Furthermore, the individual can now be brought outof a cryonic state purely by automation. However,this does require initial set-up and input from a cry-onic specialist and is thus subject to the same TreatInjury check (DC 15) to account for the cryonicspecialist’s skill and automation errors.
At PL 7 and beyond the cryonic processbecomes fully automated; in order to enter a cryon-ic state, an individual must do nothing more thanenter a chamber set up for this process. At thispoint, the process is so safe that unless there isdeliberate sabotage, or a catastrophic equipmentfailure, there is no chance of suffering any ill effects(except perhaps a case of vertigo or indigestion).Entering and exiting a cryonic state requires 30minutes, with the individual being sedated within 1minute of beginning the process and also beingfully revived 1 minute before the end of the process(and being in full possession of his or her facultieswithin 1d4 minutes of completing the process).
Finally, keep in mind that, at least as far as trav-el is concerned, cryonics really applies mostly to
those campaigns that use realistic travel times (seeRealistic Space Travel) where it can take years totravel between systems. If fantastic travel times areemployed, or there are other ways to move rapidlybetween systems (such as jump gates), travel timesare dramatically reduced (see Fantastic SpaceTravel) and the need for cryonics, at least as for nor-mal space travel is concerned, is also greatlyreduced.
SHIPS AND THEIRARMS AND ARMAMENTS
Whether civilian ships have weapons, and whatkind of weapons and armor they have, dependsentirely on what kind of a campaign the GM is run-ning and where a ship is going to operate.
No matter what, military ships will always havethe best available arms and armor, but when youread through the SRD, you see that every ship getssome form of weapon; even a lowly garbage scowhas a pair of lasers. The question becomes, is thisactually realistic?
Taking a look at ships of the current day, youdon’t find weaponry mounted on most civilian ships(pirate ships and other criminal vessels excepted)because it is not necessary (and is also outlawed interritorial waters). However, there have been timeswhen civilian ships have had weapons mounted onthem. A good example would be the ocean linersthat were used to ferry troops and cargo ships dur-ing WWII. These ships were equipped with somearmament (chiefly anti-aircraft and small guns toshoot at submarines) because it was wartime. Oncewartime was over, the armaments were removed.
From this example you can assume that it is theenvironment that is the determining factor ofwhether a civilian vessel will have weaponry. If ahauler is operating in a safe system it probablywon’t have any weaponry mounted.
If it operates in an area where there is a goodpossibility of assault, such as areas where piratesare known to operate, it would carry at least someweapons as a deterrent.
If it operates in a war zone, it might not onlyhave better armaments, but also better armor.Again, this is nothing that will compete with anactual military starship, but the best possible to giveit a fighting chance in a battle.
Thus, even though the write-up of theLivingstone shows it armed with 2 fire-linked heavy
lasers, the GM should not feel bound by this. If theLivingstone is operating in a peaceful area, the GMcan decide that there is no reason for it to be armedat all. Conversely, if the Livingstone is operating ina lawless area or even a warzone, the GM can giveit much more powerful armaments (and perhapseven bump up the Hit Dice in order to add anotherweapon) as well as better armor.
IMPORTANT NOTEThe SRD write-up of ships with a fusion torch,
such as the Hauler and Destroyer subtype, is in error.In the case of the Hauler, assuming a universal basespeed of 3,000 feet, the presence of a fusion torch
adds +500 feet and the presence of alloy plating sub-tracts -500 feet leaving the ship with a tactical speedof 3,000 feet. However, the Hauler is listed with a tac-tical speed of 2,500 feet. The same error is evident inthe Destroyer, the Bulk Freighter, the Cruiser, theBattleship, the Fleet Carrier, and the Heavy Transport.
Thus, either the math is in error, or the bonus forthe Fusion Torch engine was meant to be +0 ft.Although ultimately this is up to the GM to decide, inthis book it is assumed that the math in the SRD is inerror and as a result the aforementioned ships shouldhave their tactical speeds increased by +500 feet.
This has been taken into account with theLivingstone, which is powered by a fusion torch andprotected by alloy plating, thus giving it a tacticalspeed of 3,000 feet.
Basic InformationThe Livingstone is a unique ship whose most
obvious features are the four bays containing 28cryonic pods. It is these pods that are the focus ofthe ship and allow the Livingstone to fulfill a num-ber of different roles:
Colony Scout Ship - as people begin to take thefirst tentative steps to colonizing the planets,colony scout ships are sent out to promising planetsand star systems. These ships are crewed by scien-tists of all stripes and tasked with ensuring that aplanet is indeed safe for colonization. The crewsenter a cryonic state for their multi-year journey,awaken when they arrive at their destination, con-duct their research, and communicate back to theirsponsor. If a planet suitable for colonization hasindeed been found, larger colony ships subsequent-ly follow.
Floating Laboratory - the Livingstone makesan excellent space-based laboratory (especially ofthe illegal/outlawed kind; why else would it need tobe able to move about in space?). Her cryonic podscan easily be assumed to be experiment pods whereher crew of scientists (with some guards) conductsvarious experiments. And what kind of experi-ments? Genetic manipulation, cloning, mutationresearch, designer viruses, and xenobiology, what-ever is most effective for the GM’s campaign.
Hospital Ship - The Livingstone can serve as ahospital ship, perhaps as part of a smaller militaryfleet, a private mercenary organization, or a privatecompany (perhaps space mining). Her cryonic podskeep those that are severely injured or diseased
alive until they are attended to by the crew of doc-tors and nurses in her operating room.
Morgue Ship - For those beyond medical hope,the Livingstone serves as a transport back to theirhome planet where they can receive a proper bur-ial. This just cries out for a “zombies-in-space”kind of thing, especially when you consider hercrew of bored (and unarmed) orderlies.
Prison Transporter - The Livingstone trans-ports only the most dangerous prisoners, keepingthem in a cryonic state throughout their journey.Sure she’s staffed with guards, but you just knowthat when the prisoners thaw out, they won’t beable to handle it.
As a flipside of this, the Livingstone could beused to keep hostages or kidnap victims “on ice”for some powerful pirates, corporation, or govern-ment.
Specimen Transporter - This is a spin on thefloating laboratory, but instead of producing thespecimens, the Livingstone transports them. This isideal for introducing new aliens or races as well assome biological horror or other. On a more benignlevel, she could be transporting plant specimensfrom recently discovered planets that promise tohold the cure for a variety of ills. In this case, shemight be crewed by nothing but scientists, or shemight have a mixture of scientists and guards.
The point is that while the Livingstone is not acombat ship or something that the PCs would getmuch use out of owning, she makes an ideal plat-form for any number of adventures.
Livingstone (PL 6)Type: LightSubtype: N/ADefense: 7Flat-footed Defense: 5Autopilot Defense: 5Hardness: 20Hit Dice: 27d20 (540 hp)Initiative Modifier: +2Pilot’s Class Bonus: +3Pilot’s Dex Modifier: +2Gunner’s Attack Bonus: +2Size: Colossal (-8 size)Tactical Speed: 3,000 ft. (6 sq.)Length: 335 feetWeight: 4,500 tonsTargeting System Bonus: +3Crew: 8 (+4 trained)Passenger Capacity: 30
Cargo Capacity: 2,560 tons + 28 cryonic podsGrapple Modifier: +16Base Purchase DC: 58Restriction: Restricted (+2)Attack: 2 fire-linked heavy lasers -3 ranged
(12d8)Attack of Opportunity: None
Livingstone Design Specs:Engines: Fusion torch, thrustersArmor: Alloy platingDefense Systems: Autopilot system, improved
damage control system (3d10)Sensors: Class II sensor array, targeting systemCommunications: Laser transceiver, radio
transceiverWeapons: 2 fire-linked heavy lasers (range incr.
4,000 ft.)Grappling Systems: N/A
Starship KeyAlthough a general description of what the var-
ious areas of the ship are used for is included here,the GM should feel free to modify this informationin accordance with the role that the Livingstone isintended to play within the campaign. Examplesand suggestions will be provided within the text,and given the fact that the Livingstone is a uniqueship that is designed as the basis for adventure, theGM should take the time to adapt it to the adven-ture’s needs.
1. Cockpit - The cockpit of the Livingstone fea-tures four positions: pilot, copilot, communica-tions/navigation, and engineering/sensor operator(if the Livingstone has guns, the gunnery is accom-plished by the copilot).
Although the cockpit is always laid out in thisfashion, depending on the role that the ship plays(see the Basic Information section), the cockpitmay be more protected than standard for a civil-ian/commercial vessel. Especially if theLivingstone is serving as a prisoner transport or car-rying illegal cargo (aliens, virus, etc.), the cockpitis not only well protected (instead of having a stan-
dard steel door, it is vanadium), it also serves as themost secure area of the ship (with its own air sys-tem, for instance, to avoid contamination).
Furthermore, other steps would be taken tomake the cockpit a kind of “last stand” place. Thedoor might have a weapon slit to allow someone tofire (with weapons that are stored in the cockpit)from it into the hallway beyond. The cockpit mightalso have a button that allows the rest of the ship tobe flooded with gas (either knockout or fatal).Finally, the cockpit might be separable from theship, allowing survivors to pilot it (with thrusters)to the nearest safe planet. Again, the GM shouldmodify the ship as needed to fit the goals of theadventure/campaign. Did I mention it should havea self-destruct mechanism (if you’re a rules stick-ler, bump up the ships Hit Dice by 3 to make roomfor it)?
2. Higher Ranking Crew Quarters - Thesecrew quarters feature individual beds and havetheir own toilet, in-wall sink, and in-wall closets.As such, they are reserved for the higher-rankingmembers (sergeants of the guard, scientists, doc-
tors, supervisors, etc.) of the crew on board theLivingstone.
If the GM desires to have more space, the singlebeds can be changed to double (or triple) bunks.Furthermore, the bunks can be shared through “hotracking” (see General Crew Quarters below),although this is rare.
3. Head - These two fully equipped bathroomsserve the fore and aft sections of the Livingstone.Each has a toilet, sink, and shower and operate on afirst-come, first-served basis.
4. General Crew Quarters - Featuring fourdouble (or triple) bunks, these areas are home to thelower ranking members of the crew (i.e. guards,research assistants, physician assistants, cooks,maintenance workers, etc.). A stack of lockers onone wall provides a small place for the storage ofpersonal belongings.
The GM can adjust the amount of individualsmaking use of such an area through the practice of“hot racking”, or having a number of individualssharing the same bunk (each person has the bunkfor an 8 or 12 hour shift).
5. Engineering/Engine Access - These are thechief engineering areas. In addition to providingaccess to and maintenance of the Livingstone’sengines and myriad other systems, these areas serveas storage for the various spare parts and toolsrequired by the engineering crew.
6. Cryonic Bay - This is where thecryonic/experiment pods are located. This area isobviously the most important part of the ship as thisis where the ship’s “cargo” is going to be located.
Depending on what is in the pods, security canrange anywhere from non-existent or minimal(most likely as a colony scout) to ridiculous (elec-tronic locks, blast doors, live guards, automatedweaponry, etc.; most likely on something transport-ing prisoners or dangerous creatures). Again, this issomething that the GM has to determine based uponwhat the ship is carrying and how the adventure isto run.
7. Medical Quarters/Infirmary - In most situ-ations, this is either where the medical staff of theLivingstone resides or serves as the infirmary wherethose out of immediate danger can recover; often, itis a combination. Of course, this area can also servesenior crew as staff quarters.
8. Galley - This is area serves as kitchen, diningroom, and social lounge. Since it is the only trulypublic space on the Livingstone, it is almost alwaysoccupied (unless something has happened to thecrew). At any given time of the day people are sit-
ting here reading, playing games, eating, talking,working on the computer station, etc.
9. Monitoring Station - This lonely stationserves as the monitoring station for the CryonicBays. It is from here that the condition of the unitsand their occupants is monitored.
10. Operating Room - This area is self-explanatory and is used for healing the sick, or per-forming experiments, or both, as the GM desires.
11. Supply Storage - These storage areas holdnecessary supplies for the kitchen, the medical staff,and any items needed for research or experimenta-tion.
12. Cargo Bay - These two bays hold generalcargo, everything from personal baggage toreplacement machinery to bulk goods such as food,radioactive sludge, mutagenic agent, virus fertilizer,etc.
13. Shuttle - The crew of the Livingstone canuse these shuttles for a variety of purposes. Acolony scout ship would send out a shuttle to a plan-et that needs exploring before committing the entireship planet-side. A ship engaged in illegal researchwould use the shuttle to run all kinds of errands,especially for getting supplies, rather than riskinghaving outsiders come aboard the ship. Of course,the shuttles can also be the crew’s means of escapeduring a disaster (in this case, the GM might wishto not have the cockpit separate, thus forcing anysurvivors in the fore section of the Livingstone tomake their way to the aft section; this would be agood time to make use of the self-destruct mecha-nism).
A Note On Crawlspaces, AirDucts and Maintenance Tubes
It is a perfectly reasonable expectation that aship of the Livingstone’s size would have somemeans of traversing the length of the ship withoutactually having to walk down the hallways. Suchways could include crawlspaces, air ducts, andmaintenance tubes.
Whether the ship actually has them, and if itdoes, whether it is possible to go from one end ofthe ship to the other strictly through them, is up tothe GM. Of course, what the crew can use, the“cargo” can use as well.
Should such features be included, the GM isadvised to study the layout of the Livingstone close-ly to avoid making any mistakes when decidingwhere such features exist and where they run too. Itis a good idea to trace an outline of the exterior of
the ship as well as the interior walls on a piece ofpaper and create a rough sketch of where such fea-tures begin, go through, and end.
In general, such features will run from theirpoint of origination (a good point of origination arethe large empty spaces surrounding the CryonicBays, although such systems could begin anywherein the floor, ceiling, or even the engines) through
the ceiling (usually air ducts) and the floor (usuallymaintenance tubes and crawlspaces), branching outfrom the center of the ship to the outlying areas.
So, with just a little bit of preparatory work, theGM can create one or two additional claustrophobiclevels for adventure use. Trust me, the players lovethat sort of thing.
Adventure HooksJUST LIKE IN THEMOVIES
The PCs respond to a distress call from, or aretasked to explore, a derelict Livingstone. If the PCsrespond to the distress call they will have to discov-er exactly what it is that is going on.
If they are employed to check up on the ship,information is scant, especially about what exactlybefell the vessel. Private inquiries by the PCs yieldonly to stonewalling by their employer or to unsub-stantiated rumors that the Livingstone was engagedin something dangerous, illegal, or both.
Of course, in either case, once the PCs are onboard they find out exactly what happened to thecrew and what was going on aboard theLivingstone.
IT’S LOOSE!Either the PCs are members of the crew of the
ship (probably as private guards) or are otherwiseon board (perhaps the Livingstone picked them upin response to their distress call). In either case,unbeknownst to them, the Livingstone is transport-ing something it shouldn’t be. Whatever it is, itbreaks loose, and it’s up to the PCs to save the day.
HOSTAGE RESCUEThe PCs are hired to rescue an important kid-
napped scientist from the clutches of a notoriouscriminal that is preparing to sell her to the highestbidder (she has some very valuable skills and/orknowledge). Unfortunately, the hostage is beingkept on board the Livingstone in a cyronic state. Sonot only do the PCs have to get on board a heavilyguarded ship, they’ve also got to get the scientistthawed safely (obviously, this is much more of aproblem during PL 6 unless some nasty explosivesare rigged to her cryonic pod), and make it out inone piece.
SILHOUETTE VIEW – FRONT
1. Cockpit2. Higher Ranking Crew Quarters3. Head4. General Crew Quarters5. Engineering/Engine Access6. Cryonics
7. Medical Quarters/Infirmery8. Galley9. Monitoring Station10. Operating Room11. Supply Storage12. Cargo Bay13. Shuttle
7 78 1111
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Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, JeffGrubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,based on material by Jonathan Tweet, Monte Cook, SkipWilliams, Richard Baker, Peter Adkison, Bruce R. Cordell, JohnTynes, Andy Collins, and JD Wiker.
Future: Starship 4 – The Livingstone, copyright 2004Michael Hammes. Published by Ronin Artswww.roninarts.com. Based on SkeletonKey Games’ e-FutureTiles sets – www.skeletonkeygames.com.
Future: Starship 4 – The Livingstone is copyright © 2004 Michael Hammes. All text in this book is designated as open gamecontent. You may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast,Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of theCoast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.