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Missions in GTA TBoPR

This is a list of missions in Grand Theft Auto VO: The Ballad Of Paul Rocco. There are 3 sections of the game, the Liberty City Chapter, the Vice City Chapter, and the Return to Liberty City Chapter. There are 27 missions total in the DLC.

^ denotes the penultimate mission, \* denotes the final mission
**Part 2: Small Jobs Don't Pay, Friends Don't Last Forever**
**Part 3: Sudden Death, Again And Again**

### Liberty City Chapter - 15 Missions

#### Alan Wei (W)

* Give Me A Hand - Meet Jake Hernandez and access the Leone Mafia dispatch radio.
* Sometimes You Still Lose - Beat up 2 members of the Liberty City Triads.

#### Forelli Mafia (F)

* Forelli and Leone - Meet with ex-girlfriend Abby Forelli, and tell her that her daughter was killed.
* Truth Or Dare - Beat Queen Lizzy of the Uptown Yardies for information on King Courtney.

#### Forelli Contact - Avery King (F?)

* Ring Down The Drain - Kill Queen Lizzy
* Crush, Kill, Demolish - Kill King Courtney

#### Gonzalez Leone (L)

* Guess I'll Die - Parachute from a helicopter.
* Window Of Opportunity - Burn down Saint Mark's Bistro and meet Jacob Albany.

#### Jake Hernandez (JH)

* A Dog On A Leash - Kill the arms dealer, and get his weapons to the plane in Francis International.

#### Alan Wei (W)

* Lead The Wei - Listen in on Rifa's conversation with an unknown man.

#### Gonzalez Leone (L)

* Small Jobs Don't Pay - Pickpocket a businessman.
* Friends Don't Last Forever - Kill Rifa.

#### Jacob Albany (J)

* Cramped War - Watch the meeting between Jake Hernandez and Paul Rocco, then follow Hernandez home and kill him.
* Catching A Flight - Catch a flight to Vice City to steal back Jacob's coke.

### Vice City Chapter - 9 Missions

#### Haitians (H)

* Out Of Nowhere - Steal a device from the Streetwannabes.
* Fallen Warriors - Kill at least 30 Cubans with Percy in 2 minutes.

#### Gonzalez Leone (L)

* Sudden Death - Kill Percy Andakusa.
* Again And Again - Attempt to break into The Sanchez Building.

#### Vice City Mafia (VM)

* An Act Of Arson - Burn down the VCPD HQ.
* One To Remember - Kill or let go Katalina.

#### Gonzalez Leone (L)

* Succumbed To A Scratch - Retrieve Jacob's coke from The Sanchez Building.
* The Vice City Assassination - Kill Sanchez Sullivan.
* Story Of My Life - Take a plane back to Liberty City and shoot down Vice City Mafia planes.

### Return to Liberty City Chapter - 3 Missions

#### Jacob Albany (J)

* Remember The Past - Remember Andrea Leone's and Jessica Huang's death.

#### Paul Rocco (PR)

* The Ballad Of Paul Rocco - Track down and kill Paul Rocco.

#### Patrick Vhenchance (PV)

* Truth Hurts - Kill Patrick Vhenchance to finish this once and for all.
Logan Liu

* In 2020
* Gridman Operator Green

### Theme Song

Song 2 by Blur (as Gridman Operator) Life Will Change by Shoji Meguro and Benjamin Franklin, feat. Lyn Inaizumi (as Power Ranger)

## Biography

Logan Liu is a first-line left wing who is also the team tough guy. He likes playing puck, hooking up at hockey parties, smoking up and watching pseudo-philosophical movies with his BFF "the Zack attack," taking runs with the family dog, chilling at the arcade, playing FPS games, and mildly provoked fisticuffs. He drives a used Jeep and is especially attractive, particularly since he has yet to lose any teeth. He thinks *The Matrix* is "deeeep."

Despite his chill demeanor, he's used to experiencing and confronting discrimination directed at himself and his best friend in their chosen sport; when pushed, he revels in fighting. Though he acts casual about his jock life and refers to himself as a goon, he's a talented and driven player depending on hockey-based merit to give him the top-tier college life his parents want for him. While his father is very supportive of his dream and his need for protein shakes, his mother has always been hesitant at his choice to use his body instead of his brain to excel. He has a good relationship with his younger sibling Gil, who has occult interests and a drive for spare cash he doesn't entirely understand, but who he's protective of and generally enjoys being around.

## In Gridman

Logan is recruited as a Gridman operator after playing the mysterious arcade game, Polybius, with his best friend, Zack. He is reluctantly drawn into life as an ally of the Power Rangers in order to join and protect his more enthusiastic younger sibling, Gil, and to protect their parents and save others who had played the game, Zack included. He is painfully aware this comes at the expense of his dream. Though he is unable to contribute any deep insights nor money to the cause, he proves himself very capable as Archie's human shield and a strong driver. He is willing to do what is necessary, but deeply angry when it seems as if capable adults might be asking too much of teenagers in a coerced position, particularly Gil.

He is the primary user of the God helmet and known for out-of-the-box solutions to inception problems, possibly due to gamer/stoner logic.
Ranged Master Talent Tree

The Hero is a master of ranged weapons, be it thrown, firearms, bows, or any other thing they may come across.

*Gun Fanatic:* Gain the ability to make attacks of opportunity with a single category of ranged weapons. You still only threaten the spaces immediately around you. This can be selected multiple times, each time for a different category of ranged weapons.

*Advanced Gun Fanatic:* Your reach with ranged weapons increases by 5 feet for threatened spaces. This can be taken multiple times, it's effects stack.

*Hostage Situation:* A single light firearm can be used in an enemy's threatened spaces without provoking attacks of opportunity. This can be taken multiple times, applying this to a different light firearm each time.

*Advanced Hostage Situation:* A single medium firearm can be used in an enemy's threatened spaces without provoking attacks of opportunity. This can be taken multiple times, applying this to a different light firearm each time.

*Greater Hostage Situation:* A single Large firearm can be used in an enemy's threatened spaces without provoking attacks of opportunity. This can be taken multiple times, applying this to a different light firearm each time.

*Grenadier:* When using a thrown splash weapon, you increase the reflex save DC by +2 and gain a +2 bonus to armor class and saving throws against splash weapons.

*Improved Grenadier:* Your armor class and saving throws vs. Splash weapons increase by another +2. In addition, you deal +1 damage per damage dice on all splash weapons.
Disguise

You are skilled at changing your appearance.

**Check**

Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as an officer who is watching people come and go from a fancy gala), it can be assumed that such observers are taking 10 on their Perception checks.

You get only one Disguise check per use of the skill, even if several people are making Perception checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.

The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.

1 These modifiers are cumulative; use any that apply.

2 Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

 Friends or associates
 Close friends
 Intimate

Usually, an individual makes a Perception check to see through your disguise immediately upon meeting you and every hour thereafter. If you casually meet many different people, each for a short time, check once per day or hour, using an average Perception modifier for the group.

**Action/Time**

Creating a disguise requires 1d3 × 10 minutes of work. Using magic (such as the disguise self spell) reduces this action to the time required to cast the spell or trigger the effect.

**Retry?** Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious.

**Disguise Unchained**

Characters that possess the signature skill feat for disguise unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill.

With sufficient ranks in Disguise, you earn the following.

**5 Ranks**: You can create a disguise in 1d3 minutes.

**10 Ranks**: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.

**15 Ranks**: You can create a disguise as a full-round action.

**20 Ranks**: You can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide.
Speed Runner Talent Tree

The Hero is quick on his feet and can often times escape even the most dire of situations by outrunning them.

***Increased Speed (Ex):*** The Hero’s base speed increases by 5 feet. This talent can be selected up to 3 times.

***Runner (Ex):*** The Hero can make a number of 90 degree turns equal to its dexterity modifier when taking the run action, or a single 90 degree turn when making a charge or withdraw action.

***Increased Step (Ex):*** The hero can take an additional 5 foot step every round. The hero must possess the increased speed talent to select this one.

***Double Back (Ex):*** The Hero can stop on a dime and turn around instantly. As a swift action, the Hero can change its direction during a run to any direction that it can continue running. The hero must possess the runner talent to select this.

***Improved Double Back (Ex):*** The hero can use this ability during a charge attempt. You must select Double Back as a talent before selecting this.

***Parkour Master (Ex):*** The hero counts vertical squares of 10 feet high or less as a 5 foot square for the purpose of movement, meaning that the hero could scale one as part of a 5 foot step, or rush up a massive flight of temple stairs with relative ease. The parkour master gains a +2 bonus to acrobatics checks to avoid attacks of opportunity.

***Greater Parkour Master (Ex):*** The Parkour master becomes immune to naturally caused rough terrain while in urban environments. In addition the parkour master now treats vertical squares of 15 feet high or less as a 5 foot square for the purpose of movement. The hero must select parkour master to select this.

***Paragon Parkour Master (Ex):*** The hero can move up to 5 feet per point in the hero’s dexterity modifier on a vertical surface before it must again touch the ground. This means that the hero can walk on walls. The hero must possess parkour master to select this.

***Blinding speed (Ex):*** A number of times per day equal to the hero’s dexterity modifier, as a swift action, whenever it has taken a move action within a round, it gains a miss chance of 25% until the beginning of it’s next turn. The hero must possess Increased speed to select this.
Jay Universe

The First thing in existence, He was born in the very first Quadriversal second (1000000 Trillion times slower than a nanosecond) followed by his ~~brother~~

it is said that he created all things and that he was the first and last of his kind.

Full Name: Jay Universe

Age: Unknown

Lifespan: thought to be Infinite

Parents: No Biological Parents

Siblings: Lucifer Universe

Wives: Jane Maloke ,Jamie Universe

Children: Danni Universe, Johnny Universe, Fredderick Universe, Lazarus Universe

Role: Quadriversal Leader

Wars:

Quadriversal War (defending the Quadriversal Core)

The Time War (Soldier)

World Wars (General / Soldier)

The last Great War of the Home World

Quote:

"Goodbye Everyone, Now when you wake up you’ll not even know me, my data will have been wiped and i can retire, and come back to save you at the End of Time" - The Quadriversal War, Just After Jay Wiped everyones memories
Max White

* In 2020
* Blue Corvus Ranger

Max White is a popular youtube blogger who focuses on ghosts and the supernatural. Born and raised in New Zealand, he started making videos after the death of his parents in a car crash in 2016. While early videos garned some attention, his channel quickly grew with the help of his longtime friend Thea. Together, they hit 1 million subscribers and were able to fund a trip to start working on paranormal videos across the globe.

Arriving in St. Andrews to follow up on some recent paranormal phenomenon, the duo were trapped by the Hibakusha's attack on the city. After a close encounter with some monsters, and a few days recovery, he awoke in the Trikellion saved by Midnight Industries, an organization connection to the Power Rangers. He was informed that due to the attack on his life, he would be able to morph and help fight to save St. Andrews, while Thea lie unconscious in critical condition.
Volume 11 – Rich Family Affairs

## Synopsis

Lu Qixing's son is killed and he wants "Song Lang" to investigate the case. Chen Shi is asked to impersonate Song Lang by Lin Qiupu.

* Lu Qixing argued (wounded ?) Lu Zhendong. He also made the hotel employees keep the events a secret.
* Lu Zhendong is killed in his bed (by a women ?) and his newly bought 40 million yuan guitar is stolen
* Chen Yan, an actress who Lu Zhendong wanted as a girlfriend contacts someone in a suspicious manner.
* ...

## Characters

### Dead(s)

**Lu Zhendong -** eldest son of Lu Qixing. Many Stab wounds and acid burns

**Sun Shenyou** - Lu Zhendongs Secretary. Killed to look like he was the murderer.

### Murderer(s)

**Zhuo Xuan -** An employee of Lu Zhendong and Chen Yan's boyfriend. He sold her to Lu Zhendong but did not receive a payment, so Zhou Xuan killed Lu Zhendong and Sun Shenyou.

### Other Characters

**Lu Qixing** - Lu Zhendongs' father

**Jia Xunyun** - Lu Zhendongs' friend

**Cheng Yan -** an actress which Lu Zhendong wanted as his girlfriend. Lu Zhendong bought/kidnapped her, but when he did not give the payment, Zhuo Xuan killed him and killed Sun Shenyou to trik the police.

## Location(s)

Lu Zhendongs mansion - bedroom is the murder location

**Internet Cafe -** where Cheng Yan Communicted with Zhuo Xuan
Alter Earth: Pathfinder Modern d20 Wiki

**Welcome to the Alter Earth: Pathfinder Modern d20 Wiki!**

Alter Earth: Pathfinder Modern is a reboot of the D20: Modern ruleset using the updated Pathfinder 1st edition system. Alter Earth also contains a multitude of alternate earth realities in which various events and creatures have altered the course of human history!

Check out the original systems this one is based on!

https://www.d20pfsrd.com/

http://www.12tomidnight.com/d20modernsrd/Home.php

Check out my other Pathfinder 1st edition system setting, Disgaea D20!

Disgaea D20: Bringing Badass to the Tabletop!

## **CONTENTS**

### **PATHFINDER MODERN**

Basics

Races

Classes

* Talents

Occupations

Skills

Feats

Equipment Basics

* Equipment
	+ Traps

* Weapons

* Armor
* Vehicles
* Mastercraft Items and Weapon Augments

Bestiary

## **EXPANSIONS**

### **MODERN ARCANA**

The Ascended

Ascended Classes

Ascended Feats

Ascended Skills

### **MODERN ARCANA**

Spellcasting

Spellcasting Classes

Spellcasting Feats

Spellcasting Skills

Spells

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Aiden

## Aiden Davis

Aiden is the main antagonist in the 2022 film SinnerLand. She is Loli's girlfriend and the murderer of Loli's mom, Elizabeth T. Lane.

Aiden has a fat crush on Loli and wanna do the exact same thing that loli does, but Aiden didn't know that Loli was a daughter of Elizabeth T. Lane. Aiden is responsible for the drive by murder of Elizabeth, because Elizabeth was her 3rd grade teacher, and didn't have a good relationship between them. Aiden hates Elizabeth just because she embarrassed Aiden when she draws doodles and told Aiden how shitty her art style was. Aiden was about 18 years old during the murder of Elizabeth. 2 years later, Aiden forgets the whole entire murder incident.

Aiden's outfit is similar to Loli, since she wanna be like Loli.
Talents

Talents are specific abilities granted by classes as they level up to give them unique and customizable abilities that they can use in and out of combat. Each class has access to several lists of talents, which are listed below.

Charm Talent Tree

Combat Maneuver Talent Tree

Damage Resistance Talent Tree

Death Dealer Talent Tree

Defense Talent Tree

Destroyer Talent Tree

Dexterous Effort Talent Tree

Empathic Talent Tree

Evasion Talent Tree

Extreme Effort Talent Tree

Fast Talk Talent Tree

Force of Personality Talent Tree

Healing Talent Tree

Insightful Talent Tree

Leadership Talent Tree

Melee Smash Talent Tree

Mental Toughness Talent Tree

Ranged Master Talent Tree

Scholarly Talent Tree

Slippery Mind Talent Tree

Special Technique Talent Tree

Speed Runner Talent Tree

Strategy Talent Tree

Toughness Talent Tree

Unarmed Combat Talent Tree

Unbreakable Talent Tree
Emily Binx

Emily Binx is Thackery Binx's sister,

## **About:**

she is lured to the witches' cottage at the beginning of the film by the song of Sarah Sanderson that hypnotizes children to the cottage where Sarah, and her two sisters Winifred Sanderson and Mary Sanderson. The witches trick her to be invited to breakfast where they instead make a potion to poison her and to kill her for one of their witchcraft spells. At the end of the film Thackery and Emily are reunited.
Leopold

**Leopold**, även känd som **Godismannen** då han tidigare var godisförsäljare på Vallebys biograf. Numera jobbar han på Café Panini & Bernard, där han bakar fantastiska bullar och bakverk. Ingen kan vispa grädde lika fluffigt som Leopold.

Han dök första gången upp i Biografmysteriet, där det visar sig att han är skyldig och åker i fängelse. Han blir dock senare frigiven för gott uppförande och i Saffransmysteriet har han fått jobb som bagare på Café Panini & Bernard. Här nämns också hans riktiga namn Leopold för första gången.
Swim

You know how to swim and can do so even in stormy water.

**Common Uses**

**Swim**

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.

 Rough water
 Stormy water

\* You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.

**Action**

A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.

**Modifiers**

* **Swim Speed** A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
* **Feats** If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.

**Swim Unchained**

Characters with the signature skill feat for Swim unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill.

With sufficient ranks in Swim, you earn the following.

**5 Ranks**: You gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.

**10 Ranks**: You gain a swim speed (though you do not gain the +8 racial bonus on Swim checks) equal to your base speed in water with a Swim DC of 15 or lower, or 10 feet in all other water.

**15 Ranks**: You ignore the penalties for using slashing or bludgeoning weapons underwater, as freedom of movement.

**20 Ranks**: You gain a swim speed equal to your base speed in all water. If you have both hands free, you gain a +8 racial bonus on Swim checks.
Millenial Craze

Millenial Craze is the only mission given by Ms. Dawsen in Grand Theft Auto: Vice Opportunities.

## Millenial Craze

### Location

Ms. Dawsen's Apartment, The Sanchez Building

### Unlocks

Takeover (After completing Mental Women and Gang War)

### Plot

Edward Sullivan is looking for people to join his team in taking over The Sanchez Building. He talks to Ms. Dawsen, a martial arts master and former member of the Yakuza gang in Liberty City. Ms. Dawsen has been looking to join a gang for a while, so she quickly agrees as long as he gets her Yakuzian katana back from DBP Security. Sullivan sneaks into the DBP Security HQ, and grabs the katana. He is ambushed on the way out, and Sullivan escapes using a cement truck.

### Objectives

* Drive to the DBP Security building.
* Find the Yakuzian katana.
* You have been ambushed by the DBP Security! Find a way out.
* Use the cement truck to make your escape!
Martial Artist

With a body tempered like steel and a mighty resolve, you have trained to fight and utilize any part of your body as a deadly weapon against your foes. You have also learned proper ways to center yourself, and the proper discipline to improve your physical and mental state beyond what a normal man is capable of.

At 2nd level, you can select to take this archetype in place of your bonus feat. This archetype grants the following.

**Living Weapon (Ex)**

At 2nd level the Martial Artist gains the Fist of Fury Talent as a bonus talent. In addition the Martial Artist ignores an amount of hardness on an object equal to its wisdom modifier.

At 4th, and 8th levels respectively, it gains the flurry, and improved fist of fury talents as bonus talents as well. The Martial Artist can choose to instead select a special technique talent from the special technique talent tree.

**Martial Arts Stance (Ex)**

At 2nd level the Martial Artist gains the 1st feat in any style feat tree as a bonus feat without needing to meet the prerequisites. At 6th, 10th, 14th, and 18th levels it can select another style feat without needing to meet the prerequisites. These do not need to be the 1st in the tree, and need not be of the same style.

**Martial Flexibility (Ex)**

At 6th level, the martial artist can take a move action to gain the benefit of one combat feat it doesn’t possess. This effect lasts for 1 minute. The martial artist must meet all the feat’s prerequisites. It may use this ability a number of times per day equal to it’s wisdom modifier +3. Alternatively the Martial artist can select a special technique from the special technique talent tree instead of a feat.

The martial artist can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

It may select one feat as a swift action or two feats as a move action. It may use one of these feats to meet a prerequisite of the second feat; doing so means that it cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 12th level two feats can be selected with this ability, and at 16th level it lasts for 10 minutes for each use.

**Tandem Stance (Ex)**

At 8th level, the Martial Artist can choose to combine styles. It selects a single style that it knows, and can choose to combine it with another style. At 16th level it can do this with a third style, effectively combining all of them together into a singular style and allowing all of their effects to be accessed at once.

**Destroyer Strike (Ex)**

At 20th level, the Martial artist can use up to two special technique talents per round when making a full attack, replacing any of the martial artist’s attacks with a special technique attack. The Martial artist can also use special techniques that require a standard action as an attack action instead.
Profession

You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. Some professions are defined by your occupation.

**Common Uses**

**Check:** A character makes Profession checks to improve his or her Wealth bonus every time he or she attains a new level. The DC for the check is the character’s current Wealth bonus. If the character succeeds at the Profession check, his or her Wealth bonus increases by +1. For every 5 by which the character exceeds the DC, his or her Wealth bonus increases by an additional +1. A character can’t take 10 or take 20 when making a Profession check to improve his or her Wealth bonus.

How many ranks a character has in the Profession skill (including ranks the character may have just acquired after gaining a level) also adds to the Wealth bonus increase the character receives upon gaining a new level. In addition to the Wealth bonus increase a character gains from your Profession check result (if the check succeeds), the number of ranks the character has in this skill increases his or her Wealth bonus as follows.

 6-10
 11-15
 16-20

**Special:** A character with ranks in craft, knowledge, or perform can make one of those checks in place of its profession check if it belongs to a qualifying occupation that allows for such a roll to be made.

If the Gamemaster deems it appropriate, a character can add his or her Profession modifier when making a Reputation check to deal with a work- or career-related situation.

**Retry?** Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

**Profession Unchained**

Characters who have selected the signature skill feat for Profession unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill.

With sufficient ranks in Profession, you earn the following.

**5 Ranks**: When using Profession checks to earn income, You can do so when you have reached the midway point in experience between your current level and the next as well.

**10 Ranks**: When attempting Profession checks, you can roll twice and take the better result. When answering questions about your Profession, you can always take 10.

**15 Ranks**: When attempting a check to increase your wealth bonus, You automatically gain a +1 regardless of the roll. This bonus is applied to the wealth bonus increase you get from the actual roll.

**20 Ranks**: When attempting Profession checks, you can choose to roll once instead of twice. If you do and the result of the roll is less than 10, replace it with 10. When answering questions about your Profession, you can always take 20.
Melee Smash Talent Tree

The hero has an innate talent that increases melee or thrown weapon damage.

***Melee Smash (Ex):*** The hero receives a +2 bonus to damage with all melee or thrown weapons. This damage is multiplied on a critical hit.

***Advanced Melee Smash (Ex):*** The hero gains +1 damage to every damage dice that the hero rolls with a melee or thrown weapon. This damage is multiplied on a critical hit. The hero must possess melee smash to select this talent.

***Improved Melee Smash (Ex):*** When dealing damage with a melee or thrown weapon, any results of a 1 that the hero rolls on it’s damage dice are treated as 2’s. The hero must possess Advanced Melee smash to select this.

***Greater Melee Smash (Ex):*** A number of times per day equal to the hero’s strength modifier, the hero can choose to deal maximum damage instead of rolling with a melee or thrown weapon. This must be decided before rolling the damage. The hero must possess improved melee smash to select this ability.

***Brutal Thrower (Ex):*** The Hero excels at tossing items, It uses it's strength modifier on ranged attack rolls with thrown weapons.

***Improved Brutal Thrower (Ex):*** The hero increases it’s range with thrown weapons by +10 feet. In addition, a number of times per day equal to your strength modifier, a creature struck by a weapon that you throw must make a reflex saving throw DC: 10+ ½ level+ Strength modifier or be knocked prone. You must possess Brutal Thrower to select this talent.

**Hateful Retort (Ex)**: Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round. If this attack hits it deals +1 damage dice in damage.

***Critical Master (Ex):*** When wielding melee or thrown weapons, the hero increases their critical range by 1 (20 becomes 19-20, 19-20 becomes 18-20, and 18-20 becomes 17-20). This does not stack with improved critical.

**Reckless Stance (Ex):** The hero can attack with abandon at the expense of its defense. The hero can choose to gain a +1 bonus on melee weapon and thrown weapon attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This lasts until the beginning of your next turn.

**Crippling Blow (Ex):** Once per day when the hero hits with an attack, it can deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every 4 levels the hero has. This can be used one additional time per day at levels 8 and 16. The hero must possess at least 3 other melee smash talents to select this.

***Greater Crippling Blow (Ex):*** When using crippling blow on a called shot, the hero can spend a swift action to make a break check against the enemy as if it were a grappled target. If successful the creature has it’s bones broken just as with the normal break check in addition to the ability damage. The Hero must possess access to the break secret skill and the crippling blow feat to select this.
Animal Choices

**Animal Companion Descriptions**

Animal companions listed in order of effective level can be found here

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature’s full base attack bonus unless otherwise noted. Animal attacks add the animal’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted in their description. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2.

This is the list of animal companion choices. They are separated into categories in which some may be more difficult to come by than others.

General Animal Companions

General or more common animals that are used as companions.

Aquatic Animal Companions

Sea fairing animal companions.

Exotic Animal Companions

Exotic or rare animals that are used as companions.

Hollow Earth Animal Companions

Animals that existed long ago and still live in the Hollow Earth along with strange creatures unknown to this world.

Fantasy Animal Companions

Creatures of fantasy.
Defense Talent Tree

Through honing your body and surviving tough fights, you learn to better protect yourself during battle.

*Natural Armor:* Gain a +1 bonus to Natural armor.

*Improved Natural Armor:* Gain a +1 bonus to Natural armor. This stacks with the previous bonus. You must select Natural armor before you can select this talent.

*Advanced Natural Armor:* Gain a +1 bonus to Natural armor. This stacks with the previous bonuses. You must select Natural armor and improved natural armor before you can select this talent.

*Armor Mastery:* One category of armor gains a +1 bonus to its maximum dexterity bonus and decreases it's armor check penalty by 1. This can be selected multiple times, it's effects do not stack, they just apply to a different category of armor.

*Improved Armor Mastery:* One category of armor gains a +1 bonus to its maximum dexterity bonus and decreases it's armor check penalty by 1. These bonuses stack with the previous bonus. This can be selected multiple times, it's effects do not stack, they just apply to a different category of armor. You must select Armor mastery in that category of armor before you can select this talent.

*Armored Defense:* While wearing Light armor you gain Damage Reduction 1/-. Medium armor grants Damage Reduction 2/-, and heavy armor grants Damage Reduction 3/-. You must possess one natural armor talent to select this talent.

*Improved Armored Defense:* While wearing Light armor your Damage Reduction  increases to 3/-. Medium armor grants Damage Reduction 4/-, and heavy armor grants Damage Reduction 5/-. You must possess the Armored defense Talent as well as one Natural armor talent to select this one.
Tough Hero

The tough hero is one known for it’s stalwart nature. A Tough hero can survive through many scrapes and bruises, and can fight their way through virulent poisons and deadly diseases. Not only are they physically capable and able to take a hit, but often know how to avoid deadly blows as well and can defend themselves easily in combat.

**Ability**: Constitution

**Hit Die**: 1d12

**Class Skills**: The Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Also, the starting occupation selected can provide additional class skills to choose from.

**Skill Points at Each Level**: 4 + Int modifier.

**Table: The Tough Hero**

**Class Features**

**Proficiencies:**

A Tough Hero possesses proficiency in Light, Medium, and Heavy armors, as well as all Simple and Martial weapons.

**Talents**

At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, the Tough hero selects a talent from the following talent trees. A Tough hero can select from any of the talents in any of the Talent trees, so long as they possess the proper prerequisites. Talents can only be selected once unless specifically noted.

·        Combat Maneuver Talent Tree

·        Damage Resistance Talent Tree

·        Defense Talent Tree

·        Toughness Talent Tree

·        Special Technique Talent Tree

·        Unarmed Combat Talent Tree

·        Unbreakable Talent Tree

**Bonus Feats**

At 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.

*Bonus Feat list*: Alertness, Athletic, Brawl, Confident, Defensive Combat Training, Diehard, Dodge, Endurance, Focused, Great Fortitude, Guide, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Great Fortitude, Knockout Punch, Power Attack, Streetfighting, Toughness, Track, Vehicle Expert.

**Tough Capstone (Ex)**

Upon reaching 20th level, the Tough hero has reached the pinnacle of Fortitude and durability.

The Tough Hero decreases all damage taken by 5. In addition once per day the Tough Hero can roll twice and combine the d20 rolls on a single Fortitude save, Constitution check, or Constitution based skill check. If it is possible to critically succeed on the check, if either one is a natural 20, it is treated as a critical, though if one is a natural 1 but the other is not, it is not a critical failure. Finally, the Tough hero gains an additional +1 hit points per hit die, and they can never critically fail a saving throw vs. Damage threshold.
Gamble

Check: To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). A character cannot take 20 when purchasing a stake.

If the stake is within the character’s means (it is equal to or less than his or her Wealth bonus), the character stands no chance of winning any significant amount. The character might come out ahead, but the amount is not enough to affect his or her Wealth bonus. Since paying the stake didn’t cost any points of Wealth bonus, the character doesn’t lose anything either.

If the stake is higher than the character’s Wealth bonus (before applying any reductions from purchasing the stake), the character gets a +1 bonus on his or her Gamble check for every point the purchase DC is above the character’s Wealth bonus.

The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. (If playing at a casino, assume the house has a Gamble skill modifier equal to the stake purchase DC. Regardless of the stake purchase DC, the house does not get a bonus on its Gamble check for the purchase DC.) If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check.

If the character beats all other participants, he or she wins and gains an increase to his or her Wealth bonus. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants.

 10-19
 20-29
 30-39
 40 or more

**Try Again?:** No, unless the character wants to put up another stake.

**Special:** A character can’t take 10 or take 20 when making a Gamble check.

**Time:** A Gamble check requires 1 hour.

**Gamble Unchained**

Characters who have selected the signature skill feat for gamble unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill.

With sufficient ranks in Gamble, you earn the following.

**5 Ranks**: The character always considers their buy in purchase DC to be +5 higher than what they set as their stakes for the purpose of gaining an additional bonus to their gamble check.

**10 Ranks**: A character can re-roll any result of a 1 when gambling.

**15 Ranks**: The character always considers their buy in purchase DC to be +10 higher than what they set as their stakes for the purpose of gaining an additional bonus to their gamble check.

**20 Ranks**: The Character can roll twice and take the better result when gambling.
Races

The base Pathfinder Modern system assumes that every character is a human. The statistics for playing as a human are as follows.

**Human**

**Ability Scores:** +2 to any ability score of your choice

**Skill Bonuses:** The Hero gains +1 additional skill point at every level.

**Movement Speed:** 30 feet

**Bonus Feat:** The Hero gains a bonus feat of its choice at 1st level.

**Special:**

*Heroic (Ex):* The Human gains 1 hero point. This works identically to the Hero Points system, and by base these humans are the only ones who benefit from them and other races cannot utilize the hero point system. If allowing the hero point system to effect every heroic character however, instead the Human gains the feat Hero's Fortune as a bonus feat at 1st level in addition to it's other bonus feat.

RACIAL ARCHETYPES

Instead of playing as just a human, a player can choose to select a kind of character archetype. These follow typical character archetypes from movies, literature, gaming, and more, allowing a character to fully embrace the type of character they wish to be. Selecting one of these options replaces the base human race. Though considered a human still, you are labeled as that type of archetype to denote your racial archetype. Other races can select these, and how to do so is described at the bottom of each particular race's description.

ALTERNATE RACIAL FEATURES

On this page are a slew of alternate racial features for humans to select, replacing one or more of their other base racial abilities.

OTHER RACES

Other races can be used other than human within this system, and all races from base pathfinder can be used with little modification. The races within this section are tailored for specific settings within the Pathfinder Modern setting. Which setting it features in will be listed above each race, however all are available and may cross over through various scenarios and settings. As always, receive GM approval to play as any of these races.
Mental Toughness Talent Tree

The Hero can mentally resist even the most challenging or alluring of mind games.

***Better Mind (Ex):*** Your deft mind allows you to shrug off minor mental inconsistencies. When taking ability score damage to your Intelligence, Wisdom, or Charisma, you take 1 less damage, even if the result would mean they take no damage.

***Improved Better Mind (Ex):*** When taking ability score damage, your bonus from better mind increases so that you take 2 less damage, even if the result would mean they take no damage. You must possess better mind to select this trait.

***Advanced Better Mind (Ex):*** Your bonus from Better mind increases by 2 and applies to ability drain now as well. Furthermore, you recover double the amount of ability damage when resting. You must possess Improved better mind to select this trait.

***Paragon Better Mind (Ex):*** All ability drain that you suffer from becomes ability damage instead. You must possess Advanced better mind to select this trait.

***Heroic Will (Ex):*** Gain a +1 bonus on Will saving throws. This bonus increases to +2 when the save is against a fear effect or illusion.

***Improved Heroic Will (Ex):*** Your bonus on Will saving throws increases to +2, the bonus against fear or illusions increases to +4. You must possess Heroic Will to select this talent.

**Concentration (Ex):** You gain a +8 bonus to concentration checks.

**Improved Concentration (Ex):** When making a concentration check, you roll twice and take the better result.

**Peace of mind (Ex):** When selecting this talent, select one of the following status ailments. (Dazzled, Dazed, stunned, Rattled, Shaken, Frightened, sickened, nauseated). If effected by one of these ailments, it does not take effect until one round later than it normally would. This can be selected multiple times, however you must select a different ailment each time.

***Improved Peace of Mind (Ex):*** The Ailment you had selected through Peace of Mind, is lessened by 1 round when effected, even if this would mean you are no longer effected. This can be taken multiple times, however you must have the peace of mind talent for that ailment before you can select it.

***Intellect Fortress (Ex):*** You use your intelligence modifier in place of your wisdom modifier for the purpose of determining will saving throws.
Damage Resistance Talent Tree

The Hero learns to shirk off damage from most sources, and can avoid death from even the most grievous of wounds. To select one of these, the Hero must first select a talent from the Unbreakable Talent Tree. Each other talent may have it's own specific prerequisites.

*Damage Reduction 1/-:* The Hero ignores 1 point of damage from melee and ranged weapons. Must possess one talent from the Unbreakable Talent Tree.

*Damage Reduction 2/—:* The Hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total). You must possess Damage Reduction 1/- To select this talent.

*Damage Reduction 3/—:* The Hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total). You must possess Damage Reduction 2/- to select this talent.

*Acid Resistance:* The Hero ignores an amount of acid damage equal to his or her Constitution modifier.

*Cold Resistance:* The Hero ignores an amount of cold damage equal to his or her Constitution modifier.

*Electricity Resistance:* The Hero ignores an amount of electricity damage equal to his or her Constitution modifier.

*Fire Resistance:* The Hero ignores an amount of fire damage equal to his or her Constitution modifier.

*Sonic/Concussion Resistance:* The Hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

*Force Resistance:* The Hero ignores an amount of force damage equal to his or her Constitution modifier. You must select 3 other energy resistances previously before selecting this talent.

*Better Body:* Your healthy body allows you to shrug off minor physical inconsistencies. When taking ability score damage to your Strength, Dexterity, or Constitution, you take 1 less damage, even if the result would mean they take no damage.

*Improved Better Body:* When taking ability score damage, your bonus from better body increases so that you take 2 less damage, even if the result would mean they take no damage. You must possess better body to select this trait.

*Advanced Better Body:* Your bonus from Better body increases by 2 and applies to ability drain now as well. Furthermore, you recover double the amount of ability damage when resting. You must possess Improved better body to select this trait.
Miranda White

Miranda White, teaching during the Fall 2014 semester at Gammon

### Affiliation

Power Rangers Colossi (Pink Ranger, previous life), 11th Hour Power Rangers (mentor) (formally)

### Theme Song

Uncharted Worlds by Sam Hulick (as Miranda White)

## Biographical information

### Date of birth

September 2, 1992 (age 28) (as Dawn Highland), August 14, 2010 (age 10) (as Dahlia)

### Place of birth

Willows, CA (as Dawn Highland)David's Pacific Ocean Base (as Dahlia)

## Appearances

### Appears in

11th Hour: Power Rangers, Z:\Gridman (as Clayton White)

### Debut

Power Rangers: the Great (as Dawn Highland (mentioned only), as Dahlia), 11th Hour: Power Rangers (as Miranda White)
Biografmysteriet

* Original
* Nyutgåva

Zorban

Godismannen

**Biografmysteriet** är den stjätte boken om LasseMajas Detektivbyrå. Den skrevs av Martin Widmark och illustrerades av Helena Willis. Boken kom först ut 2004, men fick även 2014 en nyutgåva med nytt omslag och med alla illustrationer i färg.

## Handling

Vem är det som kidnappar hundar i Valleby? Ägarna är förtvivlade och krävs på tusentals kronor för att få tillbaka sina älsklingar. Lasse och Maja förstår att det är bråttom och tar upp jakten. En jakt som leder dem rakt in i mörkret i Bio-Rios biografsalong!