D20 Modern Horror – Rogues Part 1

This is taking far longer than I thought. I never realized that giving a sense of character through a set of rules could prove difficult. Be that as it may, I shall endeavor to post more frequently so this thing is complete for everyone. Without further adieu here are the first pair of Modern Horror Rogues!

1.4 Rogue Meta-class Abilities

1.4.1 The Investigator

There is no Right, there is no Wrong, there is no Left nor Right…there is only the Truth. Whether for personal aggrandizement (the Private Detective), fame (the Blogger) or for the Greater Good (the Journalist) the Protagonist’s only purpose is the pursuit of the Truth even if it leads to his death or insanity. Inspirations: Mickey Rourke in Angel Heart, the protagonist in Room 1408, Ethan Hawke in Sinister.

PRIME REQUISITES – Investigators need high averages in all stats (usually 12 +) because they are put in so many difficult and unusual situations while seeking out the Truth and must be prepared to deal with circumstances using either brains, brawn or guile.

PROTAGONIST ALIGNMENT – Journalists work within the System to find the Truth thus they are Lawful in alignment. Private Detectives find the Truth for the benefit of their clients, therefore may be of any Neutral alignment. Bloggers are rebels and troublemakers by nature and are Chaotic in alignment.

PSYCHOLOGICAL DISORDER – Investigators are some of the most mentally stable Protagonists but they still have their weaknesses. They must choose from one of the following disorders: Depression, Addiction (Gambling, Alcohol, or Cocaine), a single Phobia, or Obsessive/Compulsive Disorder.

CLASS SKILLS – All Investigators start with Knowledge (Current Events) (Rank 4) and Investigate (Rank 4). Bloggers also start with Computer Use (Rank 4), Journalists with Craft (Writing) (Rank 4) and Research (Rank 4), and Private Detectives with Gather Information (Rank 4).
Bluff, Computer Use, Climb (Private Detective only), Craft (Video/Photography, Writing), Diplomacy (Journalist only), Disguise (Private Detective only), Drive, Escape Artist (Private Detective only), Forgery (Blogger only), Gamble, Gather Information, Hide, Intimidate (Private Detective only), Jump, Knowledge (Business, Civics, Popular Culture – Blogger only, Streetwise – Private Detective only), Listen (Private Detective only), Move Silently (Private Detective only), Profession, Read / Write and Speak Language, Research, Search (Private Detective only), Sense Motive (Journalist and Private Detective only), Sleight of Hand (Private Detective only), Spot and Swim.
Skill Points at 1st Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level: (5 + Int modifier)

FEATS – Investigators start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness, Armour Proficiency (Light), Athletic, Attentive, Brawl (All) and related feats (Private Detective only), Combat Martial Arts only, Confident, Creative, Deceptive, Defensive Martial Arts only, Dodge only, Drive-By Attack (Private Detective only), Educated (Journalist and Blogger only), Frightful Presence (Private Detective only), Gearhead (Blogger only), Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Meticulous, Nimble (Private Detective only), Personal Firearms Proficiency and related feats (Handguns and Submachine guns only), Point Blank Shot and related feats, Power Attack and related feats (Private Detective only), Quick Draw, Quick Reload, Renown (Journalist and Blogger only), Run, Simple Weapon Proficiency, Stealthy, Studious, Surface Vehicle Operation, Toughness (Private Detective only), Trustworthy (Journalist only), Vehicle Expert only, Weapon Finesse, Weapon Focus (Personal Firearms only) and Windfall (Journalist and Blogger only).

CLASS FEATURES – At 1st level Investigators receive a bonus feat : One Tough Bastard which applies a +4 modifier to all Will checks induced by Torture. Bonus Features : All as found under Investigator in  D20 Modern pgs. 182-183.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT: All Investigators start with a mid-priced car. They also start with a single handgun and 3 reloads of ammo. Wealth bonus is 10 + Level + CHA modifier.

1.4.2 The Ex-Con

A Protagonist from the wrong side of the tracks, a rebel without a cause, or just a really bad guy that has paid his debt to society and now is out and ready to lead a quiet law-abiding existence (mostly). Despite this, Ex-Cons rarely get a break from the citizenry and will have a tough go at earning respect and trust from those around them. Inspirations: The Transporter, The Protagonist from The Collector, the real Black Bloc.

PRIME REQUISITES – The Ex-Con bases his life around his INT and his DEX, though he occasionally has to use muscle as well to get the job done.

PROTAGONIST ALIGNMENT – The Ex-Con may have learnt from his mistakes and been rehabilitated but that doesn’t mean he is instilled with a love of the Law.  The Wheelman may be LN, LE, TN, NE or NG. The Burglar may be any Neutral alignment. The Black Bloc may be any Chaotic alignment.

PSYCHOLOGICAL DISORDER – The Ex-Con has led a hard and brutal life and this has taken a toll on his psyche, he must choose one of the following behavioural problems : PTSD, an Addiction (Alcohol or a popular local street drug), an Impulse Control Disorder or a Personality Disorder.

CLASS SKILLS – All Ex-Cons start with Knowledge (Streetwise) (Rank 4) and Sleight of Hand (Rank 4). The Wheelman starts with Drive, Pilot, and Navigate (Rank 4). The Burglar starts with Hide, Move Silently and Search (Rank 4). The Black Bloc starts with Craft (Chemical), Demolitions and Disguise (Rank 4).
Balance, Bluff, Climb, Computer Use, Craft (Chemical (Black Bloc only), Electrical, Mechanical (Wheelman only)), Demolitions (Black Bloc only), Disable Device, Disguise, Drive, Escape Artist (Burglar only), Gamble, Gather Information, Hide, Intimidate, Jump, Knowledge (Art (Burglar only), Business, Civics (Black Bloc only), Current Events, Popular Culture. Streetwise, Tactics), Listen, Move Silently, Navigate, Perform (Keyboards, Percussion Instruments, Sing, Stringed Instruments, Wind Instruments) (Black Bloc only), Pilot, Profession, Read/Write Language (Black Bloc only), Repair (Wheelman only), Ride (Wheelman only), Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim and Tumble.

Skill Points at 1st Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level: (5 + Int modifier)

FEATS – Ex-Cons start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Acrobatic, Aircraft Operation (Wheelman only), Alertness, Armour Proficiency (Light), Armour Proficiency (Medium) (Wheelman only), Athletic, Attentive, Blind-fight, Brawl and related feats, Builder, Cautious, Combat Martial Arts and related feats, Combat Reflexes, Confident, Creative (Black Bloc only), Deceptive, Defensive Martial Arts only, Dodge and related feats, Drive-By Attack (Wheelman only), Educated (Black Bloc only), Endurance, Focused (Burglar only), Frightful Presence, Gearhead (Wheelman only), Great Fortitude, Guide (Wheelman only), Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Meticulous (Burglar only), Nimble (Burglar only), Personal Firearms Proficiency related feats, Point Blank Shot and related feats, Quick Draw, Quick Reload, Run, Simple Weapons Proficiency, Stealthy (Burglar only), Surface Vehicle Operation (Wheelman only), Toughness, Vehicle Expert and related feats (Wheelman only), Weapon Finesse, Weapon Focus and Windfall.

CLASS FEATURES – Ex-Cons start with Personal Firearms Proficiency, Simple Weapons Proficiency and Point Blank Shot at 1st level. Bonus Features : The Burglar receives the Class Features of the Infiltrator as shown in D20 Modern pg. 171. The Wheelman becomes a Stuntman at 4th level which means he receives a +4 bonus to all Drive checks that involve combat or evasion, this also applies to any attack rolls while in a land vehicle. At 7th level he upgrades to Daredevil which means this bonus now applies to all Pilot and Navigate skill checks that involve combat and evasion as well as attack rolls while in a plane or boat. At 10th level he becomes a Knievel, the ultimate daredevil bad-ass, all bonuses are now +6 and this now also applies to save rolls while in any vehicle. The Black Bloc receives Organize Protest at 3rd level, as long as he can speak and be heard by his team-mates they will receive a +2 morale bonus to attack rolls and Will saves as long as he continues to speak and for 5 rounds afterward. This may be performed once per day per level. At 6th level he receives Mob Rule, now his team-mates also receive a +2 Morale bonus to damage and reflex saves, also the original bonus is now +4. This is of course for as long as he can shout (not just speak) and also be heard by his team-mates, the effect lasts for 5 rounds after he stops. This may be performed once per day. The Block Bloc finally attains Total Anarchy at 9th level. The overall bonus now is +5 and will last only as long as the Protagonist can shout through an amplification device (for example, a microphone or megaphone). This may be performed once per day.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT: The Wheelman starts with any one non-military land vehicle of his choice. The Black Bloc starts with enough oily rags, glass bottles and gasoline to make 12 Molotov Cocktails. Burglars start with a full set of lock picks, a stethoscope, and either a compact car or a motorcycle All Ex-Cons start with a single handgun and 3 reloads of ammo. Wealth bonus is 10 + Level + DEX modifier.

D20 Modern Horror – Scholars Part 2

1.3.4 Ex-Doctor

It just takes one simple mistake, a slip of the wrist for a surgeon or a slip of the tongue for a psychiatrist and then their career and psyche lie in ruins. Whatever the tragedy was, they have moved on into anonymity until the moment when the Horror brings out the best in them. Inspirations: Jack Sheppard from Lost, Copper from The Thing, Charles Dance in Alien 3.

PRIME REQUISITES – A high INT is essential for practicing the medical sciences. A Surgeon MUST have a high DEX to perform surgery. A Psychiatrist requires a high WIS and CHA to understand and reach those poor broken souls and help them to mend themselves.

PROTAGONIST ALIGNMENT – Ex-Doctors follow the Hippocratic Oath (Do No Harm etc etc etc) even now, thus they are all of Good alignment.

PSYCHOLOGICAL DISORDER – The crushing responsibility of holding someone’s life in your hands can wear away at the soul and sanity of any Practitioner, because of this they develop coping mechanisms (unhealthy ones). An Ex-Doctor may choose from one of the following disorders or a single disorder from the larger groups: PTSD, Addiction (Alcohol or Prescription Drugs), Hematophobia (Ex-MD only), Depression, a Sleep Disorder or a Personality Disorder.

CLASS SKILLS – All Ex-Doctors start with Latin (Rank 2) as a written language. An Ex-MD also starts with Knowledge (Human Physiology) (Rank 4), Treat Injury (Rank 4) and Craft (Pharmaceutical ) (Rank 2). The Ex-MD must also pick a medical specialty as well (for example, Neurosurgeon, Oncologist, Gynaecologist, Plastic Surgeon, Dermatologist, etc), he receives a +4 to Treat Injury and Surgery whenever he is working in his specialized field. An Ex-Psychiatrist starts with Knowledge (Behavioural Sciences) (Rank 4), Psychoanalysis (Rank 4) (Call of Cthulhu D20 Corebook) and Craft (Neuropharmacology) (Rank 2).
Bluff (Psychiatrist only), Computer Use, Concentration, Craft (Writing), Diplomacy (Psychiatrist only), Drive, Knowledge (Current Events), Navigate, Pilot, Profession, Read/Write Language, Research, Sense Motive (Psychiatrist only), Speak Language and Swim.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Ex-Doctors start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Armour Proficiency (Light), Attentive (Psychiatrist only), Brawl only, Deceptive (Psychiatrist only),  Educated, Endurance, Focused, Great Fortitude, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Ex-MD only), Personal Firearms Proficiency only, Point Blank Shot only (Ex-MD only), Renown, Run, Simple Weapon Proficiency, Studious, Trustworthy and  Windfall.

CLASS FEATURES – At 1st level each Ex-MD receives the bonus feat of Surgery. Bonus Features : The Ex-MD receives the same bonus features as a Field Medic in D20 Modern (pg. 181). At 1st level the Ex-Psychiatrist receives only one bonus class feature but it’s the most important ability in the game: Restore Sanity: (this ability replaces the Immediate Care feature of Psychoanalysis) Whenever a Protagonist suffers SAN loss during the course of a Tale, the Ex-Psychiatrist can take a full round action in an attempt to restore the SAN loss. The Ex-Psychiatrist makes a Psychoanalysis check against a DC 20 + the SAN points lost by the victim, if he succeeds then he restores a number of SAN points equal to his level (but no more than the initial SAN loss). If the Protagonist has also failed his secondary SAN check then the Ex-Psychiatrist may take another full round action and a 2nd DC check to stop the onset of the Protagonist’s Psych Disorder symptoms.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good for Ex-MD but Poor for Ex-Psychiatrist), Will (Poor for Ex-MD but Good for Ex-Psychiatrist)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Ex-Doctors start with a Luxury Sedan or Sports car of their choice. Ex-MDs begin with a Medical Kit as well as a Surgical Kit specific to their medical specialty. Ex-Psychiatrists begin with a Digital Audio Recorder. Wealth bonus is 10 + Level + INT modifier.

1.3.4 Holy Man

Faith is the bedrock upon which a Holy Man’s sense of Self is built. But even that powerful foundation can be shaken by the Evil perpetrated by the Horrors and Man himself. As a consequence, the Holy Man Protagonist has left his Church to wander the Earth as many a Hermit, Martyr and Guru have before him. The denominations described below are just a small sample of the many Faiths of Man, but these are the ones that most commonly show up in works of Horror Fiction. NOTE 1 : The distinction between Druids and Wiccan Witches is purely gender-specific, Druids are always male and Wiccans are always female. NOTE 2 : Catholic Priests and Buddhist Monks take a vow of celibacy. Inspirations: Father Merrick from The Exorcist (plus all the Catholic Priests in every Demonic Possession movie ever made), the Kung-Fu Priest from Dead/Alive, Reverend Martin from The Rising, that Goth Wiccan Witch Girl from Blair Witch 2, the Harseesis Child from Stargate SG-1 (think about it).

PRIME REQUISITES – A high WIS is essential for maintaining Faith and the resilience of character required to combat the Forces of Darkness. A high INT is useful for the scholarly side of religious studies and a high CHA is required for sermonizing to and teaching the flock.

PROTAGONIST ALIGNMENT – Righteousness is key to being a Holy Man, so all are of Good alignment. Catholic Priests, Rabbis, and Buddhist Monks are Lawful Good. Voodoo Houngans are Chaotic Good and Druids / Wiccans are Neutral Good.

PSYCHOLOGICAL DISORDER – A Holy Man that had his Faith shaken or broken seeks Redemption through the war against the Darkness. Even so, they are mortal, so they are flawed. Each Holy Man chooses a single disorder from the following: Addiction (Alcohol), PTSD, Agoraphobia (specifically phobic about leaving holy ground), Panic Disorder, Generalized Anxiety Disorder or a Sleep Disorder.

CLASS SKILLS – Catholic Priests begin with Speak & Read/Write Latin (Rank 4) and Knowledge (Theology & Philosophy – Catholicism) (Rank 4). Rabbis begin with Speak & Read/Write Hebrew (Rank 4) and Knowledge (Theology & Philosophy – Judaism) (Rank 4). Buddhist Monks begin with Speak & Read/Write Tibetan (Rank 4) and Knowledge (Theology & Philosophy – Buddhism). The Houngan begins with Speak & Read/Write Swahili (Rank 4) and Knowledge (Arcane Lore – Voodoo). Druids and Wiccan Witches begin with Speak & Read/Write Ancient Celtic (Rank 4) and Knowledge (Arcane Lore – Druidism).
Balance (Buddhist Monk only), Concentration, Craft (Pharmaceutical – Houngan Only, Visual Arts, Writing), Decipher Script, Diplomacy (Catholic Priest and Rabbi only), Drive, Escape Artist (Buddhist Monk and Houngan only), Forgery (Specific to the religion of the Holy Man only), Handle Animal (Druid / Wiccan and Houngan only), Investigate, Jump (Buddhist Monk only), Knowledge (Arcane Lore, Art, History and Theology / Philosophy), Perform (Sing), Profession, Read / Write & Speak Language, Research, Riding (Druid / Wiccan only), Swim and Treat Injury.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: (6 + Int modifier)

FEATS – Holy Men start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc).  Note: Holy Men are one of the few classes that never use guns. Animal Affinity (Houngan only), Archaic Weapon Proficiency, Athletic, Attentive, Brawl (Only for Holy Men except Buddhist Monks) and related feats (Buddhist Monk only), Combat Expertise and related feats (Buddhist Monk only), Combat Martial Arts and related feats (Buddhist Monk only), Combat Reflexes (Buddhist Monk only), Creative, Defensive Martial Arts and related feats (Buddhist Monk only), Dodge and related feats (Buddhist Monk only), Educated, Endurance, Exotic Melee Weapon Proficiency (Buddhist Monk only), Focused, Frightful Presence (Houngan only), Great Fortitude, Improved Initiative (Buddhist Monk only), Iron Will, Lightning Reflexes, Low Profile, Meticulous, Nimble (Buddhist Monk only), Renown, Run (Buddhist Monk only), Simple Weapons Proficiency, Studious, Trustworthy, Two-Weapon Fighting Proficiency and related feats (Buddhist Monk only), Weapon Focus, and Windfall.

CLASS FEATURES – Catholic Priests and Rabbis are immune to SAN loss from Damnation Lore enemies. At 1st level Buddhist Monks begin with Blind-Fight Feat and the Living Weapon ability (D20 Modern pg.167). At 1st level Druids / Wiccan Witches begin with Animal Affinity and Proficiency in the Scythe and Sickle. At 2nd level all Holy Men except Buddhist Monks gain the Turn / Rebuke Undead ability as detailed in D20 Modern pgs. 324-325. At 2nd level the Holy Man gains Arcane Research (Scrolls) (see D20 Modern pg. 294) with the restriction that the scrolls are Divine spells only. At 8th level Catholic Priests gain the Turn / Rebuke Outsider ability (D20 Modern pg. 325). At 9th level all Holy Men gain access to the 5th level Cleric spell, Hallow. They may only cast this once a week. At 10th level a Rabbi may create a single Clay Golem servant, if it is ever destroyed it can never be replaced. At 10th level a Houngan may create a single Flesh Golem servant (a Zombie), if it is destroyed it can never be replaced. At 10th level a Catholic Priest gains the ability Exorcism, with proper religious equipment and 24 hours (without sleep) the Priest may expel a demonic entity from an innocent victim (an opposed DC check where the Priest adds his level, WIS Bonus and CHA bonus. The Entity adds its HD, WIS Bonus and INT Bonus.) If the Priest fails he must rest 24 hours before trying again and if he rolls a 1 on his DC check then the strain on his body was too great and he dies of cardiac arrest.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT: All Holy Men start with one of these: sub-compact car, dirt bike, moped or mountain bike. Wealth bonus is 10 + Level + INT modifier.

1.3.5 Conspiracy Theorist

You aren’t paranoid if they are all out to get you. The Truth is Out There. That is the mindset of the Conspiracy Theorist. They represent the intellectual counterpart to the Survivalist. Inspirations: The Lone Gunmen & Special Agent Fox Mulder, Doug E. Doug in Eight-Legged Freaks, Woody Harrelson in 2012.

PRIME REQUISITES – A high INT and WIS are essential for delving into the secrets …that they don’t want you to know. Conspiracy Theorists lack in the CHA to attract others to their cause celebre, whether through bad hygiene or Asperger’s Syndrome or simple shyness they never begin with a CHA higher than 14.

PROTAGONIST ALIGNMENT – “You gotta fight the Man, man! You can’t trust the guv’mint! You know what I mean, man?” All Conspiracy Theorists are Chaotic in alignment, they unequivocally  distrust all authority no matter what form it may take.

PSYCHOLOGICAL DISORDER – To say Conspiracy Theorists are paranoid is a wild dangerous UNDERSTATEMENT.  They begin with Personality Disorder – Paranoid (see D20 CoC Corebook pg. 54)(though this paranoia is directed specifically to authority figures). This Protagonist must also choose another disorder from one of the following categories: Anxiety Disorders, Somatoform Disorders, Sleep Disorders, Personality Disorders or Mood Disorders.

CLASS SKILLS – All Conspiracy Theorists start with Knowledge (Current Events) (Rank 4) and Computer Use (Rank 4). At 1st level all Conspiracy Theorists also start with one Rank in their Insanity Skill, either Knowledge (Extraterrestrial) OR Knowledge (Black Book Secrets). Each Occultists may only spend skill points on the skill chosen at 1st level, the other skill may only be learned and increased through the course of normal play like any other Protagonist would. Also, the Occultist still incurs SAN loss with every skill point he spends on his Insanity Knowledge Skill.
Bluff, Concentration, Craft (Electronic, Visual Arts, Writing), Decipher Script, Disable Device, Drive, Forgery (Government Documents only), Gather Information, Investigate, Knowledge (Business, Technology), Profession, Research, Read / Write & Speak Language, Repair (Computer and Communication equipment only), Research, Spot and Swim.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Conspiracy Theorists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness, Armour Proficiency (Light), Attentive, Builder, Cautious, Deceptive, Educated, Far Shot & Dead Aim, Focused, Gearhead, Iron Will, Lightning Reflexes, Low Profile, Meticulous, Personal Firearms Proficiency and related feats, Point Blank Shot and related feats, Quick Draw, Quick Reload, Studious, Weapon Focus and Windfall.

CLASS FEATURES – At 1st level Conspiracy Theorists receive a bonus feat : Subliminal Resistance : this ability means that any form of non-magical mind control from a position of Authority always fails when applied to the Conspiracy Theorist. Bonus Features : At 2nd, 7th, and 10th level the Conspiracy Theorist gains the Contact, Discern Lie and Sixth Sense feats detailed in D20 Modern pg. 183.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Conspiracy Theorists start with a compact or sub-compact car. They also start with a single handgun and 3 reloads of ammo. Wealth bonus is 10 + Level + INT modifier.

D20 Modern Horror – Insanity Skills

Foreword: Also just realized that the Occultist and Conspiracy Theorist don’t make much sense unless I post these rules. These are very rough so I shall probably be updating them in the future.

4.0 Insanity Skills

There is just no better way to put it, gaining knowledge in these skills progressively causes a Protagonist to lose his mind. In fact, the only way to lose points of Sanity is through exposure to creatures associated with these fields of study. For every point of permanently lost Sanity the protagonist gains a rank in the Knowledge Skill associated with the encountered creature. NOTE: These skills are NOT available to Victims. They are always sane so never fully comprehend what is killing them.

4.1 Knowledge (Cthulhu Lore)
The first time a protagonist encounters a creature from the Cthulhu Mythos he immediately gains 2 Ranks in this skill plus any points gained due to SAN loss from encountering the creature.

4.2 Knowledge (Damnation Lore)
The first time a protagonist encounters a creature from the bowels of Hell or a case of Demonic Possession he immediately gains 2 Ranks in this skill plus any points gained due to SAN loss from the encounter. Cenobites and the Lament Configuration are examples of this experience.

4.3 Knowledge (Extraterrestrials)
Space is truly an alien and frightening place, some things are so alien that they break the minds of those exposed to it. The first time a protagonist encounters a creature from the Great Beyond or sets foot on an alien world he immediately gains 2 Ranks in this skill plus any from SAN loss due to the encounter itself. Stinger and his minions are an example of this type of experience.

4.4 Knowledge (Black Book Secrets)
Some government and corporate research projects are part of a greater effort to warp nature, these shadow conspiracies and horrific experiments are both truly insane and madness-causing but they are the endeavours of Men. The first time a protagonist stumbles on a Black Book project or encounters a madness-inducing creature creation from a Black Book project he gains 2 Ranks in this skill plus whatever he gains through SAN loss. Umbrella Corporation creations are examples of this type of experience.

D20 Modern Horror – Sanity Rules

Foreword: I only just realized that without these rules the classes I am posting will seem incredibly impaired by the Psychological Disorder feature. That’s what I get for trying to post in page order *facepalm*.

3.0 Sanity & Psychological Disorders

NOTE 1 – All disorders can be found in D20 Call of Cthulhu Corebook pgs 52-56.
NOTE 2- Any Protagonist may wait to choose their Psychological Disorder until the conclusion of their first Tale (i.e. adventure). This is to give the player a chance to use that first horrific experience to scar the protagonist and in some ways can be easier for the player to explain and role-play.
NOTE 3 (VERY IMPORTANT!) – The disorders that Protagonists have are not a constant behavioral issue, they should only be brought into play on a failed SAN check. A player may choose to play up some of the quirks of his disorder but no one is required to play these disorders to the hilt except during those most horrifying of moments and the aftermath of such.
Whenever a Protagonist encounters a situation where he may lose SAN points he makes a D100 check against their current SAN, if he fails he loses the requisite number of SAN points (and may gain a number of Knowledge points depending on what caused the SAN loss). A 2nd check is then made against his new lower SAN score, if this check is failed then the Protagonist experiences an episode of his Psychological Disorder.
Whenever a Protagonist gains a level he adds 1d6 + WIS Modifier to his current SAN points. This increase can bring his SAN above his initial SAN score but never above his Max SAN score.
If, and when, a Protagonist’s SAN score reaches 0, he will have one of 3 permanent affects depending on his original psychological disorder: Permanent Catatonia (PTSD, Sleep Disorders, and Mood Disorders), Scared to Death (Phobias only), or a Permanent Psychotic Break (All other disorders).
PTSD (Post-Traumatic Stress Disorder) operates differently than in Call of Cthulhu. It is considered a separate disorder from the Anxiety Disorders due to it having a more direct external cause or singular event associated with its onset. If a character fails a SAN check after SAN loss then he immediately freezes up for the next 2 rounds (non-communicative and no actions but can be led by the hand). After that the Protagonist sinks into a Panic Attack (-4 to all Skill Checks and Combat rolls) for the next hour. Once that hour has elapsed the stress on his body will have exhausted him (-10’ to movement, -2 to all Skill checks and combat rolls) until he has a chance to sleep for 8 hours.  Even after that he will be -1 to Skill Checks and combat rolls the next day due to fitful and nightmare-filled sleep. Once another 8 hours of sleep are taken all ill affects will abate. If a mild sedative is administered to the character then the penalties will be halved during the Panic Attack and Exhaustion phases.

D20 Modern Horror – Scholars Part 1

1.3 Scholar Meta-class Abilities

1.3.1 Field Researcher

In the quest for knowledge you have to get your hands dirty (and no that wasn’t a play on words). This Protagonist has a passion for science and putting theory into practice. Field Researchers tend to be loners and self-reliant combined with a keen and insightful intellect. Inspirations: Angus MacGyver, Mary Elizabeth Winstead from The Thing Prequel, Finn Carter from Tremors, and of course Indiana Jones.

PRIME REQUISITES – A high INT is essential for delving into the secrets …out there. A good DEX and WIS also prove useful.

PROTAGONIST ALIGNMENT – Field Researchers are guided by the Scientific Method and see the underlying Order that provides. All Field Researchers are Lawful in alignment.

PSYCHOLOGICAL DISORDER – These Protagonists are loners and mavericks by nature and their mental afflictions reflect that fact. A Field Researcher chooses a single disorder from one of the following disorder categories: Mood Disorder, Anxiety Disorder or Obsessive / Compulsive Disorder.

CLASS SKILLS – All Field Researchers start with Latin (Rank 4) as a spoken and written language. Balance, Bluff (Archaeologist only), Climb, Concentration, Craft (Pharmaceutical – Medical Examiner / Coroner , Cryptozoologist and Biologist only, Electronic and Mechanical – Parapsychologist only), Decipher Script (Archaeologist / Anthropologist and Parapsychologist only), Disable Device (Archaeologist only), Disguise (Non-modern disguises only – Anthropologist only), Drive, Escape Artist (Archaeologist / Anthropologist and Parapsychologist / Cryptozoologist only), Forgery (Non-modern only – Anthropologist only), Gamble (Archaeologist only), Gather Information, Handle Animal, Hide (Archaeologist / Anthropologist only), Investigate (Medical Examiner / Coroner only), Jump, Knowledge (Anatomy (Human) – Medical Examiner / Coroner only, Arcane Lore – Parapsychologist only, Archaeology – Archaeologist only, Anthropology – Anthropologist only, Behavioural Sciences – Anthropologist only, Earth and Life Sciences – Biologist and Cryptozoologist only, History – Archaeologist / Anthropologist only, Theology and Philosophy – Archaeologist/ Anthropologist and Parapsychologist only), Listen, Navigate, Pilot, Profession, Repair (Knowledge skill items only), Ride, Read / Write & Speak Language, Research, Search, Spot, Survival, Swim, and Treat Injury (Medical Examiner / Coroner only).
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Field Researchers start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Aircraft Operation, Alertness, Archaic Weapon Proficiency (Archaeologist / Anthropologist only), Armour Proficiency (Light only), Athletic, Attentive, Brawl (and related feats), Cautious (Archaeologist only), Confident (Archaeologist only), Deceptive (Archaeologist / Anthropologist only), Dodge only, Educated, Endurance, Focused, Gearhead, Great Fortitude, Guide, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Medical Examiner only), Personal Firearms Proficiency only, Point Blank Shot only, Power Attack  only, Quick Draw, Quick Reload, Renown, Run, Simple Weapon Proficiency, Stealthy, Studious, Surface Vehicle Operation, Toughness, Track (Cryptozoologist only), Trustworthy, and Windfall.

CLASS FEATURES – At 1st level each Field Researcher receives a bonus feat : Archaeologist / Anthropologist starts with Exotic Weapon Proficiency, Medical Examiner / Coroner starts with Surgery, Parapsychologists start with Builder, Biologists and Cryptozoologists start with Animal Affinity. Bonus Features : At 2nd level the Field Researcher gains the Weapon Smarts ability (he may apply his INT mod instead of STR mod for melee weapons to hit bonus and instead of DEX mod for ranged weapons). At 4th level the Field Researcher achieves Defensive Smarts : he may replace his DEX bonus with his INT bonus for Reflex saves and Armour Bonus purposes. At 5th level the MacGyver Effect kicks in, whenever the Field Researcher is under a time limit for imminent death all INT based skills have their ranks doubled until the time runs down or the Field Researcher dies. At 7th level the Field Researcher learns Tactical Smarts and may now apply his INT as a damage bonus to his attacks instead of the standard Stat Bonus (whichever is greater). At 8th level the Greater MacGyver Effect occurs, the ranks are now tripled for INT based skills during time limited life-or-death situations.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT: All Field Researchers start with either a 4×4 pickup truck, an off-road ATV or a dirt bike. Medical Examiner / Coroners start with a full first aid kit and set of surgical tools. Biologists start with a tranquilizer gun and 10 doses of one type of tranq, Biologists and Parapsychologists / Cryptozoologists start with a pair of low-light / IR Goggles, and Archaeologists / Anthropologists start with one exotic weapon of their choice. Wealth bonus is 10 + Level + INT modifier.

1.3.2 Scientist

Science is the purest pursuit of Truth in all its many facets, but all these Truths are grounded in the Natural. When Scientists face the true horror of things beyond rational explanation that is the moment when their minds finally break, and yet its freeing in a way, allowing them to fight against the Darkness with the powerful intellects at their disposal. The only good Scientist is a Mad Scientist! Inspirations: Seth Brundle from The Fly, Sam Neill in Event Horizon, Blair from The Thing, Walter Bishop in Fringe, and frickin‘ Dr. Who!.

PRIME REQUISITES – A high INT is essential for delving into the secrets …out there. A good DEX and WIS also prove useful.

PROTAGONIST ALIGNMENT – Scientists are guided by the Scientific Method and see the underlying order that provides, but that does release them somewhat from the normal bounds of human morality and ethics. All Scientists are Neutral in alignment (NG, TN, LN, CN, NE).

PSYCHOLOGICAL DISORDER – The only good Scientist is a Mad Scientist! A Scientist chooses a single disorder from one of the following disorder categories: Personality Disorders, Anxiety Disorder or an Obsessive / Compulsive Disorder.

CLASS SKILLS – All Scientists start with Computer Use (Rank 4) and Latin (Rank 5) as a spoken and written language. All Scientist also start with one Rank in their Special Knowledge Skill (History, Astronomy Cryptology, etc). Bluff (Psychologist only), Concentration, Craft (Chemical – Chemist only, Electronic – Physicist only, Pharmaceutical – Geneticist only, Writing – all), Decipher Script (Historian and Cryptologist/Symbologist only), Diplomacy (Psychologist only), Drive, Forgery (Cryptologist only), Gamble, Gather Information, Knowledge (Art – Historian and Symbologist only, Behavioural Sciences – Psychologist only, Earth and Life Sciences – Geneticist only, History – Historian only, Physical Sciences – Astronomer, Physicist, and Chemist only, Theology and Philosophy – Historian and Psychologist only, Genetics – Geneticist only, Astronomy – Astronomer only, Psychology – Psychologist only, Cryptology – Cryptologist only, Symbology – Symbologist only), Profession, Repair (Knowledge skill items only), Research, Read / Write & Speak Language, Research, Sense Motive (Psychologist only), and Swim.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Scientists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Armour Proficiency (Light only),  Attentive, Brawl (and related feats), Builder (Chemist and Physicist only), Confident, Creative, Dodge only, Educated, Focused, Gearhead, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Geneticist only), Meticulous (Cryptologist only), Personal Firearms Proficiency only, Point Blank Shot only, Quick Draw, Quick Reload, Renown, Run, Simple Weapon Proficiency, Studious, Surface Vehicle Operation, Toughness, Trustworthy (Psychologist only), and Windfall.

CLASS FEATURES – At 1st level Scientists receive a bonus feat : Scientific Improvisation (Specific to the Scientific Discipline of the Protagonist, see D20 Modern pg. 176)) Bonus Features : At 2nd level the Scientist gains  Defensive Smarts : he may replace his DEX bonus with his INT bonus for Reflex saves and Armour Bonus purposes. At 5th level the Scientist achieves a Minor Breakthrough (see D20 Modern pg.176). At 7th level the Field Researcher learns a Major Breakthrough (see D20 Modern pg. 177). At 8th level the MacGyver Effect occurs, see the Field Researcher for details.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Scientists start with a mid-size sedan. Wealth bonus is 10 + Level + INT modifier.

1.3.3 Occultist

Occultists search the depths of human knowledge and history for a hint of what lies beyond reality…beyond death. This pursuit of forbidden knowledge permanently damages the psyche of the Protagonist but the cost is worth the reward. Inspirations: Professor “Broom” Bruttenholm from Hellboy, Constantine / Hellblazer, Setrakian from The Strain trilogy, many characters in Clive Barker‘s Imajica, Weaveworld, and The Damnation Game.

PRIME REQUISITES – A high INT and WIS are essential for delving into the secrets …from beyond.

PROTAGONIST ALIGNMENT – The pursuit of hidden secrets and forbidden knowledge is all-consuming for Occultists and they are also quite unhinged so they are always Chaotic in alignment or True Neutral.

PSYCHOLOGICAL DISORDER – And you thought the Scientist was crazy… the Occultist chooses a single disorder from either a Personality Disorder, an Impulse Control Disorder, or a Phobia / Mania.

CLASS SKILLS – All Occultists start with Knowledge (Arcane Lore) (Rank 4), Decipher Script (Rank 4) and Speak & Read Latin (Rank 4) as a spoken and written language. At 1st level all Occultists also start with one Rank in their Insanity Skill, either Knowledge (Damnation Lore) OR Knowledge (Cthulhu Lore). Each Occultists may only spend skill points on the skill chosen at 1st level, the other skill may only be learned and increased through the course of normal play like any other Protagonist would. Also, the Occultist still incurs SAN loss with every skill point he spends on his Insanity Knowledge Skill.
Concentration, Craft (Visual Arts, Writing), Decipher Script, Disguise (Arcane or Occult disguises only), Drive, Forgery (Occult related only), Investigate, Knowledge (Arcane Lore, History and Theology / Philosophy), Profession, Research, Read / Write & Speak Language, Research, Swim, Use Magic Device.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: (7 + Int modifier)

FEATS – Occultists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc).  Note: Occultists are one of the few classes that never use guns (they‘re like horror Jedi). Archaic Weapon Proficiency, Athletic, Brawl (Only), Combat Expertise (Only), Creative, Deceptive, Educated, Endurance, Exotic Melee Weapon Proficiency, Focused, Frightful Presence, Great Fortitude, Iron Will, Lightning Reflexes, Low Profile, Meticulous, Power Attack (Only), Renown, Simple Weapons Proficiency, Studious, Two-Weapon Proficiency (Only), Weapon Finesse, and Windfall.

CLASS FEATURES – At 1st level Occultists receive a bonus feat : Spell Resistance (see D20 Modern pg. 294). Bonus Features : At 2nd level the Occultist gains Arcane Research (Scrolls) (see D20 Modern pg. 294). At 7th level the Occultist gains the Arcane Research (Items) feat (see D20 Modern pg. 295) but the items are restricted to wands, rings, and weapons.  At 10th level the Occultist gains Banish as seen on pg. 295 of D20 Modern with one alteration, the creatures that the Occultist may banish are only those associated with his chosen Insanity Skill.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Poor), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT: All Occultists start with a compact or sub-compact car. Wealth bonus is 10 + Level + INT modifier.