recursal/Fanatic-Fandom huggingface dataset:
Pipsy Swell

Fanart by Shyranno

Pipsy is one of the premier members of the Dormouse Society.

## Physical appearance

She is an elegant woman, trained as a ballet dancer. The Jolly Good Person can first meet her in Chapter 2 where she is said to be dressed in a sleek, calf-length lilac tea dress decorated with daisies, and a diaphanous lilac wrap. In Chapter 6, she is wearing a green crushed velvet dress, a choker with an opal in it, and green ombre elbow and knee pads.

## Cakes and Ale

### Chapter 3

Pipsy and Tristam are the ones to welcome Gilberto and The Jolly Good Person, should they chose to visit the Dormouse Society. Should the Cinnamon Sugar Scovilles be gifted and Pipsy taste one, she will leap around with her tongue out, waving her arms. Juniper apologises for her ridiculous behavior, while Pipsy will look upon The Jolly Good Person with an expression of rage and planned revenge.

### Chapter 5

Fitzie will reveals to the Jolly Good Person that the Roses and Thorns Committee has a particular interest in pairing off Pipsy with Thunder Bailey. It would be a very good match for both families.

### Chapter 6

At the arena, the Jolly Good Person can encourage Pipsy and Thunder to fall in love and take the necessary photographic evidence.

They can also, rightfully, accuse Pipsy of having more insight into the inner workings of the Noble Gases club than she should rightfully have. She has also behaved suspiciously. For instance, Fitzie notes that when he went to the Dormouse Society, Pipsy hid a bag of sunflower seeds behind the radiator when she saw him. Pipsy, however, insists they were a snack.

### Chapter 8

If Pilcrow and The Jolly Good Person manage to find that Pipsy was using Merle to obtain information, they can send a letter to Pipsy about it, as well as informing Juniper. If the player choses to do this, Pipsy receives a Letter of Disappointment in her dossier.

If The Jolly Good Person managed to get Pipsy and Thunder to kiss, Juniper reveals that Pipsy has been in love with Thunder for some time and is happy to know that her affection is reciprocated. It is likely a wedding will take place soon.

## Quotes by Pipsy

"*These Noble Gases are, as we have always suspected, lambs in wolves' clothing. I don't know if they ought to be our guests, attempting to intimidate us in such a bizarre fashion*." (Chapter 2)

"*I am surprised that you dare speak of respect. When all here know of your scandalous reputation. Of your shocking behavior, the details of which are too lurid for me to specify in full here. However, anyone who wishes to know the specifics may visit me at the Dormouse Society on Wednesdays between one and two in the p.m*." (Chapter 5)

## Quotes about Pipsy

"*There is a svelte quality about her that seems designed to annoy the casual observer*." (Fitzie, Chapter 5)

"*She had certain elegance about her.  Sort of walked like a flamingo*." (The Jolly Good Person, Chapter 5)
Bat

**Type:** Animal

File:D20creature bat.pngA **Bat** is a small creature that hunts at night usually for insects and fruit and are the only mammals that can fly. There are species that will bite and consume blood of other mammals, but it is often minimally harmful except the potential for disease transfer. The following stats describe the majority of bat species. Most bats are extremely fearful and only attack larger mammals when defending a nest and generally in large groups.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/10

**HD:** 1/4
**Advancement HD:**
     none; (none)

## Combat

HP: **1**
**HD:** 1/4d8 {{{2}}}
**Massive Damage:** 10
Hit DC: **16**
     (Dex): +2
     Size: +4
**Touch DC:** 16
**Flat-Footed DC:** 14
BAB: **+0**
**Grapple:** -17
     (Str): -5
 General Stats
Initiative: **+2**
**Fight Space:** ft. X ft.
**Reach:** ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)     **Fly:** 40ft. ft. (good)
**Light:** up to 2 lb.
**Medium:** 2-3 lb.

## Special Traits

Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 5 feet.

## Skills

* AP (Dex) +6

**Skill Bonuses**: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight is negated.

**Table: Bat Skills**
Character:Dexter Burton Gear

## General Equipment

Tac-Mil Survival knife
Adventurers Suite

## Defense

Light Body Armor: Light Combat Armor with 2 armor upgrades.

## Wrist Computer

(- 1 for Comp Checks)

* Includes:
	+ Mechani-comp +4 equip bonus to craft mechanical and repairs to mechanical things, searching an area for mechanical devices, or to understanding mechanical things unknown to the character.
	+ Electri-comp +4 equip bonus to craft electronics and repairs to electronics things, searching an area for electronics devices, or to understanding electronic things unknown to the character.
	+ Chemi-comp +4 equip bonus to craft chemical and pharmaceutical, searching an area for chemicals or pharmaceuticals, or to understanding chemicals or pharmaceuticals things unknown to the character.
	+ Geo-comp +4 equip bonus to
	+ Motion Sensors
	+ HUD Link - Connect to vehicles for a +2 circumstance bonus to drive and pilot checks.
	+ Uni-com - Translates all known languages in real time for the user to hear. does not translate the other direction.
	+ Holographic 3D Display (+2 for Comp Checks)

## Nanits

* Nano Hunters
* Electrofuse
* Uni-face
* Nan0-Tool
* U-Fog
* Brain Bust
Hunts down nanites of a given type

Electrofuse seek out primary processors and destroys them.

* Injector=This varient is delivered vie small syringe.
* Rounds=This varient is delivered vie bullet.
interfaces with almost every king of computer. if the computer is known, it take one full round. if the computer uses unknown (i.e, alien) interfacing and code, it takes one minute.

 All in one self sizing nano built multi tool.

Can form into most known substances.

Brain Bust seeks out and kills neuron centers.

## Robots

* Rappid Mapper
* Sentinels
* Tags
* Hive Trackers
* Mobile Shield
* Ambush
* Flees
Rappid Mapper

high speed sensor suites that float and record everything. work best in a group.

Tags sensors that are stuck to almost anything and "cloak" them selves.

Hives trackers follow a bullet that has marked a target and attempt to swarm it for more damage.

Mobile tower shield that can collapse

stationary high durability laser rifle turret

very small sensor bots
Charisma

**Charisma** measures a character's force of personality, persuasiveness, magnetism, ability to lead, and physical attractiveness. it represents strength of personality, not merely how other perceive you in a social situation. This is the ability associated with the Charismatic Hero. Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma, often represented as (Cha).

The Charisma modifier to:

* Checks representing attempts to influence others.
* The following Skills
	+ (Cha)

* + (Cha)
	+ (Cha)
	+ (Cha)
	+ AP (Cha)
	+ (Cha)
	+ (Cha)

In FX, the Telepath and the Mystic benefit from having a high Charisma score.

A 0 in Charisma and the character is helpless and cannot move.

Anything with no Charisma score is an object, not a creature. Anything without a Wisdom score also has no Wisdom score, and vice versa.
Fiend, Rotlord

**Large Outsider**

**Hit Dice:** 5d8+15, hp 37

**Massive Damage Threshold:** 17

**Initiative:** -1

**Speed:** 20 ft.

**Defense:** 22, touch 8, flat-footed 22 (-1 size, -1 Dex, +14 natural)

**Base Attack/Grapple:** +5/+14

**Attack:** +9 melee (1d6+7, pincer)

**Full Attack:** +9 melee (1d6+5, 2 pincers), +7 melee (1d8+7 plus disease, bite)

**Fighting Space/Reach:** 10 ft. by 10 ft./5 ft. (bite), 10 ft. (pincers)

**Special Qualities:** disease, fast healing 3, immune to bludgeoning damage and poison, cold and fire resistance 10, telepathy, darkvision 60 ft.

**Saves:** Fort +7, Ref +3, Will +5

**Action Points:** 0

**Reputation:** +0

**Allegiances:** evil

**Abilities:** Str 20, Dex 8, Con 17, Int 11, Wis 12, Cha 12

**Skills:** Climb +10, Hide +4, Knowledge (any one) +5, Listen +6, Move Silently +4, Read/Write Abyssal, Search +5, Speak Abyssal, Speak Latin, Spot +6, Survival +6

**Feats:** Multiattack, Simple Weapons Proficiency, Track

**Possessions:** None

**Challenge Rating:** 4

**Advancement:** None

**(Carrion Fiend)**

Rotlords have the following traits:

**Disease (Ex):** Any creature that takes damage from a rotlord's bite must succeed on a Fortitude save (DC 15) or contract a horrible but treatable wasting disease (incubation period 1 day, 1d4 temporary Constitution). A successful Treat Injury check (DC 24) or a *remove disease* spell cures the affliction.

**Animate Dead (Sp):** Once per day, as an attack action, a rotlord can use *animate dead* (see page 339) as the spell cast by a 5th-level Acolyte.

**Fast Healing 3 (Ex):** A rotlord that devours a Small or Medium-size corpse gains the ability to heal damage at a rate of 3 hit points per round. Each devoured corpse provides the rotlord with 24 hours of fast healing. A rotlord can devour a Small corpse as a full-round action or a Medium-size corpse in 2 rounds.

**Immunities (Ex):** A rotlord is immune to bludgeoning damage and poison.

**Cold and Fire Resistance 10 (Ex):** A rotlord ignores the first 10 points of damage from any attack that deals cold or fire damage.
Snodgrass

He is Chervil St. Clair's butler.

Although Chervil likes him – for instance, he appreciates that Snodgrass will always see to it that the ice cubes are clear – the Jolly Good Person can tell Tabby that they hate leaving messages with him. Tabby finds this understandable, saying that the Jolly Good Person is not the first person to comment on this matter, and noting that Snodgrass is off-putting as he is always talking about his feet (such as how they hurt, or how he needs to get a surgery to fix a bunion on his toe).
Pip

Pip is the oldest bellhop at the Grand Grosvenor Hotel, where he has worked for over six months. Though still young, he is world-weary from his work, commenting that bellhops aren't supposed to rely on the goodness of their hearts. Pip quickly suspects hijinks when he sees a gentleman or lady with their valet or maid. He is attentive and easily notices inconsistencies.

For all his world-weariness, Pip cares about his job performance very much. He worries about his old mother, saying that she would take a terrible turn if he got sacked. He has or believes himself to have the authority to banish people from the hotel. He claims that bellhops are not supposed to accept tips.

In his time at the Grand Grosvenor, Pip has personally been witness to "no fewer than three dozen very silly ladies and gentlemen accompanied by their valets or lady's maids" getting up to hijinks. "It's just getting rather old," he remarks, sharing that the most recent shenanigans resulted in his having to travel to a country estate and judging an art show. He ended up engaged to a florist.

## Cakes and Ale

### Chapter 2

Pip sees Fitzie, possibly accompanied by the Jolly Good Person, when they enter the hotel. Though he quickly grows suspicious, he may be deceived, distracted, intimidated, or bribed.
Crystalline Filament

File:Crystalline fiber.pngCrystal Filament is a material commonly found in cables, ropes, and strings in the gravity age. It is much stronger than Duracable; lighter than rope of half the same strength; completely weather proof; behaves like stiff cotton rope; feels like smooth polypropylene.

Perhaps the largest advantage is that it is very difficult to cut. It takes twice as long to cut with a regular knife, but diamond cutting tools cut it in normal time.

It comes in spools of either

* 100' for PDC 12
* 500' for PDC 15
* 2500' for PDC 19
Mauve

She is Aunt Primrose's chambermaid.

## Tally Ho

### Chapter 5

If the Jolly Good Person burnt Figs' painting, Aunt Primrose will try to fire Mauve, as she is carrying a heavy bucket of ashes through the halls when Aunt Primrose gave a strict order that the fireplaces needed to be cleaned in the morning, and then lit and tended throughout the day. When Maueve defends herself, Aunt Primrose does not believe her and says she has been "lollygagging again." Mauve desperately asks her to not be fired as she has been saving money so that she can take a course in order to work in a dress shop.

The Jolly Good Person can take the blame or claim that a mysterious masked stranger was responsible in order to stop Mauve from being sacked. Alternatively, they can stay silent and let Mauve lose her job.

### Chapter 6

When the Jolly Good Person is trying to sneak back in the house and escape from Inspector Ambrose, they can ask Mauve, who is in a nightgown holding two glasses of wine (a 1930 *Château d'Yquem*) in the main hall, for help. She will help the Jolly Good Person if they stopped her from being fired. She is probably close with Regina, as she says that any friend of Regina's is a friend of hers.

If the Jolly Good Person did not help Mauve, she will throw wine in their face and attempt to catch them.
Character:Dexter Burton Main

File:Dexter Burton.png**Character Type:**Player

**Character Name:** Dexter Burton

**Tag Line:** A do it all scientist. Computers, explosives, mechanical and electrical. If it can be made, he will make it better!

 **Faction:** Terra Prime Concord | **Clearance:** Gamma | **Affiliation:** Contractor/Specialist
Invisibility

Special Ability/list
**Invisibility** (Su): The creature or object vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. Neither the creature nor his or her allies can see the subject, unless they can normally see invisible things or employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing worn by the creature. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

The subject is not magically silenced, and certain other conditions can render the recipient detectable. The ability ends if the subject attacks any creature. For purposes of this ability, an “attack” includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not cancel the ability. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
Note that spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of an invisible object or character who isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving.
Acid Rainer, Huge

CR: 8

**HD:** 8
**Advancement HD:**
     9–16; (Huge)
     17–24; (Gargantuan)
     25–31; (Colossal)

## Combat

HP: **76**
**HD:** 8d8 {{{2}}} + 40
**Massive Damage:** -
Hit DC: **10**
     (Dex): -2
     Size: -2     Natural Armor: 4
**Touch DC:** 6
**Flat-Footed DC:** 10
BAB: **+6**
**Grapple:** +19
     (Str): +5
      **Attack 1:** +9 melee (1d4 plus 1d6 Acid, tentacles; Bludgeoning)

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 20 with tentacles ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)     **Fly:** 40 ft. (average)
**Light:** up to 798 lb.
**Medium:** 799-1596 lb.

## Special Qualities

Acid Resistance 10 (Ex)
An acid rainer ignores the first 10 points of acid damage from any single attack.
Acid Spray (Ex)
Once every 1d4 rounds, an acid rainer can spray out a cloud of caustic mist that fills a 30-foot radius spread centered on itself. Each creature within this area takes 2d6 points of acid damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 the acid rainer’s Hit Dice + its Constitution modifier).
Acid Touch (Ex)
An acid rainer’s tentacles are coated with a caustic secretion that deals 1d6 points of acid damage on a successful hit.
Elemental
An acid rainer has the traits and immunities common to elementals.
Improved Grab (Ex)
To use this ability, the acid rainer must hit a single opponent at least one size category smaller than itself with two tentacle attacks during the same round. If it gets a hold, it automatically deals damage for two tentacle attacks (including acid) each round that the hold is maintained. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for more information.
Skill Bonuses
An acid rainer gains a +8 species bonus on Hide checks and a +4 species bonus on Move Silently checks.

## Short Code

Acid Rainer:CR 8; Huge elemental (air); HD 8d8+40; hp 76; Mas —; Init –2; Spd 5 ft., fly 40 ft. (average); Defense 10, touch 6, flat-footed 10 (–2 size, –2 Dex, +4 natural); BAB +6; Grap +19; Atk +9 melee (1d4+5 plus 1d6 acid, tentacle); Full Atk +9 melee (1d4+5 plus 1d6 acid, 6 tentacles) or +2 ranged; FS 15 ft. by 15 ft.; Reach 20 ft. with tentacles; SQ acid resistance 10, acid spray (DC 19), acid touch, darkvision 60 ft., elemental, improved grab; AL none; SV Fort +7, Ref +4, Will +2; AP 0; Rep +0; Str 20, Dex 7, Con 20, Int 6, Wis 11, Cha 11. Skills:Hide +6, Listen +6, Move Silently +8, Spot +6. Feats:Power Attack. Advancement:9–16 HD (Huge); 17–24 HD (Gargantuan); 25–31 HD (Colossal).
Damage Reduction

Special Ability/list
**Damage Reduction** (Su): The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from Energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A magic weapon or a creature with its own damage reduction can sometimes damage the creature normally, as noted below.

The entry indicates the amount of damage ignored and the type of weapon that negates the ability.

Any weapon more powerful than the type listed in the note also negates the ability. A weapon with an enhancement bonus due to magic is considered more powerful than any weapon that does not have such a bonus.

For purposes of harming other creatures with damage reduction, a creature’s natural weapons count as the type that ignores its own innate damage reduction. However, damage reduction from spells does not confer this ability. The amount of damage reduction is irrelevant.
Cleave

You can follow through with a powerful melee attack.

Requirements
**:** Strength 13
**:** Power Attack

## Benefit

If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent's hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can't take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

###

Battle Mind, Great Cleave, Shadow Slayer, Soldier, and Strong Hero.
Attacks of Opportunity

The melee combat rules assume that combatants are actively avoiding attacks. A player doesn't have to declare anything special for his or her character to be on the defensive. Sometimes, however, a combatant in a melee lets his or her guard down, and doesn't maintain a defensive posture as usual. In this case, combatants near him or her can take advantage of this lapse in defense to attack for free. These attacks are called attacks of opportunity.

### Provoking an Attack of Opportunity

Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts from defending and lets the character's guard down.

**Moving out of a Threatened Square:** When a character moves out of a threatened square, that character generally provokes an attack of opportunity. There are two important exceptions, however.

A character doesn't provoke an attack of opportunity if all he or she moves is a 5-foot step, or if the character withdraws.

If the character doesn't start in a threatened square, but moves into one, the character has to stop there, or else he or she provokes an attack of opportunity as he or she leaves that square.

**Performing an Action that Distracts the Character:** Some actions, when performed in a threatened square, provoke attacks of opportunity because they make a character divert his or her attention from the fight at hand. Using a ranged weapon, in particular, provokes attacks of opportunity. Table: Actions in Combat notes many additional actions that provoke attacks of opportunity.

### Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and a character can only make one per round unless a feat or class ability would allow more. A character does not have to make an attack of opportunity if he or she doesn't want to.

A character makes his or her attack of opportunity at his or her normal attack bonus-even if the character has already attacked in this round.

**Threatened Squares:** A character threatens the squares into which he or she can make a melee attack, even when it is not the character's action. Generally, that's all squares adjacent to the character's position, however, weapons with reach may threaten further away. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from the character. A character can only make attacks of opportunity with melee weapons, never with ranged weapons.

**Weapon Type:** A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met. In addition, a character can make attacks of opportunity with unarmed attacks if the character's unarmed attacks count as armed (see "Armed" Unarmed Attacks).
Spectacles Coffee

It is a coffeeshop located in the Piccadilly region. It is part of an up-and-coming 'chain' of coffee shops that have become rather popular. It is rumored to be a place of radical intellectual fermen and of rather fringe thinkers in the realm of politics.

Aunt Matilda will ask the Jolly Good Person to visit it in Chapter 1 in order to determine whether it is a place she should invest money in, as she would like to open an additional Spectacles Coffee in Flutterbury.

## Appearance

It is a small Viennese-style café filled with dark wood, bustling servers, and serious political conversation. People sit and point to the newspaper, arguing about the affairs of the day as they quaff large cups of coffee or small espressos. The case of pastries looks enticing, all swirls of cinnamon, rich glazes, and candied nuts. It has sophisticated-looking clientele, and high-quality refreshments on offer.

## Possible Motto

It is still in the planning stage. "All shall be pulverised!" and "All shall be crushed!" are possible options.

## Guide for sponsorship

It can sponsor the Noble Gases and is an option if all the following requirements are met:

1. The Jolly Good Person is president

2. Revolution ≥ 50

3. Scandal ≥ 60
Joey Knuckles

Joey Knuckles is a loan shark and Dr. X's lieutenant. A goon from Chicago, Joey Knuckles has an obviously concealed firearm in a shoulder holster.

## Tally Ho

### Chapter 6

Joey Knuckles stands by Dr. X's desk in the alcove of Miavaldi Manor's ballroom. He may say that Colonel Firesnuff has promise. If the Servant burns the manuscript for *Tawdry Lace*, Joey Knuckles attempts to catch them.

### Chapter 7

If the Servant returned the manuscript to Dr. X and is arrested, Joey Knuckles may help the Servant escape from the police station. He gives advance copies of Quilla McCormack's new true-crime slash romance novel *Fingerprints on My Heart* to the police. While they're distracted, he takes their keys.

### Chapter 8

If the Servant rows with Rory Wintermint, Rory reveals that they borrowed 500 readies from Joey Knuckles. If Rory cannot pay him back immediately, Joey Knuckles asks them to pay him 600 readies by the same time next month. If the Servant returned the manuscript to Dr. X, they may use their influence to get Joey Knuckles to forgive the debt.
Cautious

You are especially careful with tasks that may yield catastrophic results.

## Benefit

The character gets a +2 bonus on all Demolitions checks and Disable Device checks.

###

Remember that the Demolitions skill and the Disable Device skill can't be used untrained.

###

Smart Hero, Daredevil, Field Medic, Field Scientist, Infiltrator, and Techie.
Young Kippers

Young Kippers is the one of the newer members of the Noble Gases. In Chapter 6, while listening to the Noblest Gases' story, he questions as to how the Noblest Gas knows certain private details and conversations, as well as complaining that the Noblest Gas has not arrived to the most interesting part of the tale.
Professor Dilton Drench

He teaches Law. Vyv Addington is one of his students.

His latest book received a harsh review, which said that it was a "slender volume—slender in not only size, but wit and scope."

## Physical Appearance

In Chapter 1, he is wearing a floppy velvet cap and a black professorial gown with wide sleeves and purple velvet stripes.

## Cakes and Ale

### Chapter 1

In attempting to run away from Johnny Buttons, the Jolly Good Person can evade him by sitting in Professor Drench's class. There, they will meet Vyv.

The Jolly Good Person can interact with Professor Drench in several ways, among which insulting him directly to his face, and using him as a distraction to escape from Johnny Buttons.

## Quotes by Professor Dilton Drench

*"The Law. What it was, what it is, and what it shall be."* (Chapter 1)

*"What is this tawdry, inappropriate material doing in my lecture hall! This sort of raw sensuality has no place in a discussion of common law! What you and…Vyv Addington choose to do and write about must stay in the privacy of your own bedchambers, not my lecture hall! And this illustration! Shocking! Nearly illegal! Anatomically improbable at best!"* (Chapter 1)

## Quotes about Professor Dilton Drench

*"I have read your research. And I find it reliant on exploded theories and rather poor translation. You ignore German commentary on the case as well, no doubt because your grasp of German is feeble as attested by your most recent publication. It is frankly embarrassing."* (The Jolly Good Person, Chapter 1)
Cat

**Type:** Animal

File:D20cat.jpg
**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/4

**HD:** 1/2
**Advancement HD:** None

## Combat

HP: **2**
**HD:** 1/2d8 {{{2}}}
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -12
     (Str): -4
      **Attack 1:** +4 melee melee (1d2-4, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 2 1/2 ft. X 2 1/2 ft.
**Reach:** 0 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 8 lb.
**Medium:** 8-15 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
\*Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier for Climb checks.
## Skills

* (Dex)

 +10
* AP (Str) +5
* AP (Dex) +17 (+21 in tall grass or heavy undergrowth)
* AP (Str) +6
* AP (Dex) +9

**Table: Cat Skills**

## Feats

**Table: Feats**
 Weapon Finesse | Proficient with selected weapon, BAB +1.
Basics

File:D20 MODERN Episode 1- Introduction and Character Basics
The following **Basics** are for reference to all game play throughout D20 Modern.

File:Diceset.png There are 7 standard types of dice used in d20 Modern. d4, d6, d8, d10, d12, d20, and d%.

Most people are familiar with 6 sided die where each side has one number of each 1-6. That is known as a d6. This will expand no that.

## Dice Notation

Die rolls are expressed in the format: #dx+y

[#] die type [+/- modifiers]
# is the number of the die to be rolled. If there is no number before the "d", assume 1.
d means that a die is needed to be rolled
x is the type or "size" of the die, that is the number of sides on a the polyhedron.
*Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."*

These rules use the following die notations:

The d20 is used to determine results in combat and when making skill checks, ability checks, and saving throws. in other words, the d20 determines whether you succeed at an action.

The other dice (d4, d6, d8, d10, and d12) are used to determine what happens after you succeed. Usually, the other dice come into play after you make a successful attack roll to determine how much damage the attack deals to the target.

## BASIC TASK RESOLUTION SYSTEM

These rules assume a standardized system for determining the success or failure of any given task. That system is:

d20 + Modifiers vs. Target Number (DC)
The Modifiers and Target Number are determined by the type of task. These rules will often provide a simple example of a task and a target number, usually provided as a "DC#" where the # is the target value.

### Table: Difficulty Class Examples

If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

## ROUNDING FRACTIONS

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

**Exception**: Certain rolls, such as damage and hit points, have a minimum of 1.

## MULTIPLYING

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3), because 2 + (2-1) = 3.

## Natural 1's and 20's

When a 1d20 is rolled and the result is either a 1 ("nat 1") or a 20 ("nat 20") before modifiers, there may be special rules. This is typically only the case for attacks and saves.

Unless the rules state otherwise:

A "natural 20" File:D20 - nat 20.png on the die roll is **not** an automatic success.

A "natural 1" File:D20 - nat 1.png on the die roll is **not** an automatic failure.

Age

Allegiances

Action Points

Ability Scores

Saving Throws
Burst Fire

When using a firearm with an autofire setting, you can fire a short burst at a single target.

Requirements
**:** Wisdom 13
**:** Personal Firearms Proficiency and Advanced Firearms Proficiency.

## Benefit

When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a -4 penalty on the attack roll, but deals +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

###

Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can't be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

###

If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

###

Gunslinger and Soldier.
Scene: village

* if went regina true
	+ go to scene: gift shop
* if skip description true
	+ go to scene: gift shop
* if portrait rejected or portrait received are true
	+ go to scene: gift shop
* if know figs true
	+ skip description true
	+ go to scene: give portrait
* else
	+ know figs true
	+ skip description true
	+ go to scene: figs after regina
Actions Points

**Action Points** represent an extra effort that the character uses, or maybe a chance at luck she is benefiting from, that modifies her chances and allows for borderline miraculous events!

Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely.

## Method

 15th–20th | 3d6

When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20. An action point can be used on wealth increase rolls, but not on purchasing rolls.

## Uses

A character can spend 1 action point to do one of these things:

* Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw before the result is known
* Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.
* Double his base attack for one round (special ability required).
* Increase AC by BAB for one round.
* Extend taking bleed out damage for one round.
* Double initiative modifier for one round (action is moved up the following round).
* Aid another (only roll your action die/dice then add it to the other player’s D20).
* Change an NPC’s natural 2 or 3 roll into a critical failure.
* Change a critical failure into a plain failure (special ability required).
* Fire a ranged weapon as a swift action (from the hip) at a sacrifice to aiming (no BAB).

## Notes

A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can’t spend another one in the same round to improve a die roll, and vice versa.

When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t roll a d6. In this case, the action point is not a bonus to a d20 roll. This counts as the one point spent in a round.

Depending on the hero’s character level, he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.

## Eras

Action Points are regenerative and are capped. A character’s total Action points are equal to his class’s given action points plus half his level.

When used, they regenerate at a rate of 1 per night of rest (2 for a whole day of rest). The feat “Action Regenerator” increases this by 3 per night, and 6 per full day of rest.
Exotic Firearms Proficiency

Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.

Requirements
**:** Personal Firearms Proficiency and Advanced Firearms Proficiency.

## Benefit

The character makes attack rolls with the weapon normally. You understand how to use all weapons within that group in combat.

###

A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

###

A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

###

Soldier
Combat/Attack Roll

An attack roll represents a character's attempts to strike an opponent on the character's turn in a round. When a character makes an attack roll, he or she rolls 1d20 and adds his or her attack bonus (see Ranged Attacks and Melee Attacks below). If the result equals or beats the target's Defense, the character hits and deals damage. Many modifiers can affect attack rolls.

A natural 1 (the d20 comes up 1) File:D20 - nat 1.png on the attack roll is always a miss. A natural 20 (the d20 comes up 20) File:D20 - nat 20.png is always a hit. A natural 20 is also always a threaten critical - a possible critical hit.

If the character is not proficient in the weapon he or she is attacking with (the character doesn't have the appropriate Weapon Proficiency feat), that character takes a -4 penalty on the attack roll.

### Base Attack Bonus

**Base Attack Bonus** (BAB) is a fundamental stat of a hero character as it drives every attack roll and is required to meet a minimum before entering an advanced class or to gain some feats. Every Class provide this bonus. BAB is always positive and cannot be lowered. Add the BAB for each each level of each class to get the hero's total BAB.

A resulting value of +6 or higher provides the hero with multiple attacks in the same round, however, a character must use a full attack, which is a full-round action, to use these additional attacks. The additional attacks are at a -5 for every attack after the first in the round.

### Size Modifier

Creature **Size Categories** are defined differently from the size categories for weapons and other objects. Since this size modifier applies to Defense against a melee weapon attack or a ranged weapon attack, two creatures of the same size strike each other normally, regardless of what size they actually are. Creature sizes are compatible with vehicle sizes.
Energy Drain

Special Ability/list
**Energy Drain** (Su): This attack saps a living opponent’s vital energy. With each successful melee attack, the creature bestows one or more negative levels. If an attack that includes an energy drain scores a critical hit, it drains double the given amount. For each negative level inflicted on an opponent, the draining creature heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points that remain for a maximum of 1 hour.

For each negative level, the opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation). A character with spellcasting ability loses the ability to cast one spell of the highest level he or she can cast (player’s choice); this loss persists until the negative level is removed.

Negative levels remain until 24 hours have passed or until removed with a spell. If a negative level is not removed before 24 hours have passed, the afflicted opponent must attempt a Fortitude save with a DC of 10 + 1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is reduced by one. A separate saving throw is required for each negative level.

A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.
Combat/Autofire

If a ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon's damage. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.

Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it's treated as a standard attack. The attack, if successful, only deals normal damage - all the extra ammunition the character fired is wasted.

Some firearms (particularly machine guns) only have autofire settings and can't normally fire single shots.

**Table: Feats**
Gamble

Use **Gambling** to gain money through games of chance, including poker, roulette, and betting on horse races. games does not apply to gmes in which luck is the only factor, such as slot machines or lotteries.

**:** Wisdom File:ScalesIcon.png

**T:** No

**AP:** No

**:** Gunslinger, Negotiator, and Dedicated Hero.

## Checks

**Table: Gamble Bonuses**
 40 or more | +5

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.

**Table: Gamble Feats**
Acid Rainer, Colossal

CR: 15

**HD:** 28
**Advancement HD:**
     9–16; (Huge)
     17–24; (Gargantuan)
     25–31; (Colossal)

## Combat

HP: **322**
**HD:** 28d8 {{{2}}} + 196
**Massive Damage:** -
Hit DC: **11**
     (Dex): -2
     Size: -8     Natural Armor: 13
**Touch DC:** 0
**Flat-Footed DC:** 11
BAB: **+5**
**Grapple:** +40
     (Str): +9
 General Stats
Initiative: **-2**
**Fight Space:** 30 ft. X 30 ft.
**Reach:** 30 with tentacles ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)     **Fly:** 40 ft. (average)
**Light:** up to 9600 lb.
**Medium:** 9601-19200 lb.

## Special Qualities

Acid Resistance 10 (Ex)
An acid rainer ignores the first 10 points of acid damage from any single attack.
Acid Spray (Ex)
Once every 1d4 rounds, an acid rainer can spray out a cloud of caustic mist that fills a 30-foot radius spread centered on itself. Each creature within this area takes 2d6 points of acid damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 the acid rainer’s Hit Dice + its Constitution modifier).
Acid Touch (Ex)
An acid rainer’s tentacles are coated with a caustic secretion that deals 1d6 points of acid damage on a successful hit.
Elemental
An acid rainer has the traits and immunities common to elementals.
Improved Grab (Ex)
To use this ability, the acid rainer must hit a single opponent at least one size category smaller than itself with two tentacle attacks during the same round. If it gets a hold, it automatically deals damage for two tentacle attacks (including acid) each round that the hold is maintained. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for more information.
Skill Bonuses
An Acid Rainer gains a +8 species bonus on Hide checks and a +4 species bonus on Move Silently checks.

## Feats

The GM may choose 2 additional feat for this creature.

**Table: Feats**
Builder

You have a knack for building things.

## Benefit

Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.

###

The character can select this feat twice. The second time, the character applies it to the two skills he or she didn't pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

###

Smart Hero and Techie.
Mobility

You are skilled as dodging past opponents and avoiding attacks they make against you.

Requirements
**:** Dexterity 13
**:** Dodge

## Benefit

The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square

###

A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

###

Shot on the Run, Spring Attack, and Whirlwind Attack.

###

Daredevil, Infiltrator, and Fast Hero.
Acid Rainer, Gargantuan

CR: 11

**HD:** 20
**Advancement HD:**
     9–16; (Huge)
     17–24; (Gargantuan)
     25–31; (Colossal)

## Combat

HP: **230**
**HD:** 20d8 {{{2}}} + 140
**Massive Damage:** -
Hit DC: **12**
     (Dex): -2
     Size: -4     Natural Armor: 8
**Touch DC:** 4
**Flat-Footed DC:** 12
BAB: **+5**
**Grapple:** +36
     (Str): +5
      **Attack 1:** +20 melee (1d8+9 plus 1d6 Acid, tentacles; Bludgeoning)

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 20 ft. X 20 ft.
**Reach:** 25 with tentacles ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)     **Fly:** 40 ft. (average)
**Light:** up to 1596 lb.
**Medium:** 1597-3192 lb.

## Special Qualities

Acid Resistance 10 (Ex)
An acid rainer ignores the first 10 points of acid damage from any single attack.
Acid Spray (Ex)
Once every 1d4 rounds, an acid rainer can spray out a cloud of caustic mist that fills a 30-foot radius spread centered on itself. Each creature within this area takes 2d6 points of acid damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 the acid rainer’s Hit Dice + its Constitution modifier).
Acid Touch (Ex)
An acid rainer’s tentacles are coated with a caustic secretion that deals 1d6 points of acid damage on a successful hit.
Elemental
An acid rainer has the traits and immunities common to elementals.
Improved Grab (Ex)
To use this ability, the acid rainer must hit a single opponent at least one size category smaller than itself with two tentacle attacks during the same round. If it gets a hold, it automatically deals damage for two tentacle attacks (including acid) each round that the hold is maintained. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for more information.
Skill Bonuses
An Acid Rainer gains a +8 species bonus on Hide checks and a +4 species bonus on Move Silently checks.
## Skills

**Table: Acid Rainer, Gargantuan Skills**

## Short Code

Advanced Acid Rainer: **CR 11;** Gargantuan elemental (air); HD 20d8+140; hp 230; Mas —; Init –2; Spd 5 ft., fly 40 ft. (average); Defense 12, touch 4, flat-footed 12 (–4 size, –2 Dex, +8 natural); BAB +15; Grap +36; Atk +20 melee (1d8+9 plus 1d6 acid, tentacle); **Full Atk** +20 melee (1d8+9 plus 1d6 acid, 6 tentacles) or +9 ranged; FS 20 ft. by 20 ft.; Reach 25 ft. with tentacles; **SQ** acid resistance 10, acid spray (DC 27), acid touch, darkvision 60 ft., elemental, improved grab; AL none; **SV** Fort +13, Ref +12, Will +6; AP 0; Rep +0; Str 28, Dex 7, Con 24, Int 6, Wis 11, Cha 11. **Skills:** Hide +11, Listen +12, Move Silently +16, Spot +12. **Feats:** Combat Reflexes, Lightning Reflexes, Power Attack, Stealthy.