CanadienneBacon
Explorer
RG
IC
[sblock=Bat Cave]
[/sblock]
[sblock=House Rules]
[sblock=Wealth]We are not using Wealth checks in this game. Instead, each ex-con member of the FCC team will receive a $3,000 per month stipend out of which you are expected to purchase your own supplies and equipment. Please make use of Google to search for costs, discuss with the DM when you are unsure what something should cost, and keep your character sheet reasonably up to date with how much you've spent on a per-month basis. Special items may be requisitioned on your behalf by Marks through the FCC.[/sblock]
[sblock=Hit Points]When you level up, you may either take "average" hit points, rounding up at odd levels and rounding down at even levels, or you may roll your character's hit points. If the latter, provide a link to your roll. Average hit points means this for odd levels beyond 1st level:
1d4 = 3 hit points
1d6 = 4 hit points
1d8 = 5 hit points
1d10 = 6 hit points
1d12 = 7 hit points
and this for even levels:
1d4 = 2 hit points
1d6 = 3 hit points
1d8 = 4 hit points
1d10 = 5 hit points
1d12 = 6 hit points[/sblock][/sblock]
[sblock=Loot]
Personal Firearms Proficiency
Guns, ammunition, and concealed carry permit -- Hancock County Sheriff's Department, courtesy of FCC
[sblock=Acidpus Venom]THRALL. This thin clear liquid dissolves organic and inorganic material on contact. The venom is semi-sentient; it is attracted to movement (and possible food source). On a failed Fortitude DC 18 saving throw, the venom deals 1d6 Constitution damage per round while it devours organic tissue, and simultaneously deals 2d8 acid damage to its victim. A successful save permits the victim to avoid the Constitution damage. A humanoid with 1 or more hit points remaining whose Constitution score becomes 0 as a result of the venom's damage becomes a thrall. The transformation from humanoid to thrall takes 1d3 days, and requires a cocoon of water-based liquid.
On the first round of contact, the venom can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Against wood, metal, or inorganic material, the venom deals 3d8 points of acid damage per round, ignoring hardness. Finally, the venom acts as a universal solvent. Due to its corrosivity, applying the venom is a full-round action.
Cost: $15,000 per dose. Unavailable.[/sblock]
[sblock=Titanium Tin]PROFESSOR CHARLES BUKOWSKI, IU / SETI. The outer shell of this tin is made of titantium, and the interior is lined with industrial grade non-reactive polymer. The tin holds a quarter cup by volume of any liquid or solid, regardless of density, reactivity, or radioactivity. The tin itself is inert, and protects its contents from chemical reaction, combustion, leaks, and contamination.
Cost: $1500, available from Sinochem Group and sold only to research institutions or government entities.[/sblock][/sblock]
The metal door clanged shut, followed by the sound of keys jingling in the lock. Footsteps echoed down the concrete flooring of the chamber, growing fainter. Somewhere to the left, another door slammed. The quiet crept in, punctuated occasionally by the low tones of cellmate conversation, the flush of a toilet, the hum of florescent overhead lights.
Yours blinks. Your florescent light, that is. It blinks. Incessantly. Or, at least, it did. The first four days, it came on at odd hours. Two in the morning. And then off at 9 a.m. Inexplicably. Now, the sixth day, the flickering light wrestles with death, mostly dark but sporadically mustering enough energy to flare before sputtering once again. The passage of time matters in prison. If there was a pattern to the bulb's sputtering, it would be another way to mark the slow march of time. Hours bleed into days, weeks into months, until finally months bleed into freedom.
Not you, though. You're in for good. Expendable. You are expendable. And you know it. Another prisoner, another day closer to repaying their debt to society.
The bulb arcs sometime after midnight in the small hours of the seventh day. Green sparks cascade onto your thin mattress. A tinny sort of buzz reverberates in your cell. Or maybe from the corridor. It's hard to tell. In the quiet, a radio advert set to music plays. It plays once, a distant message in the darkness, then repeats. And then repeats a third time before fizzing out entirely.
Probably just some cop's radio transmission firing erratically, right? Right?

This Adventure Path will consist of four short vignettes designed to carry PCs from 1st through 4th level. If we like the game and agree to continue, I may end up running the group through to 8th or 9th level. For levels 1-4, we will be using the Shadow Chaser campaign model detailed by the d20 Modern Core Rulebook (and the SRD). For those of you unfamiliar with d20 Modern, the Shadow Chaser campaign model is a relatively low-magic, low-"FX" model. If we make it to level 5, I will begin shifting the campaign model to Urban Arcana (higher magic, more fantasy elements). My concept for this game is that gritty real life as you and I currently live it steadily yields to accommodate the intrusion of magic, monsters, and supernatural horror.
If you've never played d20 Modern, no problem. I haven't either. I've owned the book forever, re-read it again recently, and decided to take it for a whirl.
[sblock=Shadow Chaser]Supernatural monsters prowl the modern world. Heroes, sometimes called Shadow Chasers, fight these monsters and offer some small measure of hope in the face of overwhelming horror. In this setting, the monsters of a million horror stories prowl the streets of Indianapolis. They stalk the fog-shrouded night beneath the moon swollen full and hanging ominously above an unsuspecting city. Shadow, the dark realm that disgorges monsters into our reality, obscures their horrific nature. Its properties work in conjunction with the natural defenses of the human mind to shield the fragile psyche of humanity from a reality that could shatter it. You will start gameplay with no knowledge of the Shadow, or monsters, or magic. Credit: d20 Modern Core Rulebook. Not my words.[/sblock]
[sblock=Prison]First-level PCs begin the game in Federal prison, with no equipment other than dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, and one roll of toilet paper. You have been in prison for two years. No one visits you. I do not care why you are in prison, nor do I care what crime the U.S. Attorney's Office charged and convicted you of. Make up whatever you like. Guilty or innocent, it does not matter to me. If you want help using the United States Code to look up statutory provisions for Federal crimes, let me know, I can help you with that. Or you can Google it.[/sblock]

IC
[sblock=Bat Cave]
[/sblock]
[sblock=House Rules]
[sblock=Wealth]We are not using Wealth checks in this game. Instead, each ex-con member of the FCC team will receive a $3,000 per month stipend out of which you are expected to purchase your own supplies and equipment. Please make use of Google to search for costs, discuss with the DM when you are unsure what something should cost, and keep your character sheet reasonably up to date with how much you've spent on a per-month basis. Special items may be requisitioned on your behalf by Marks through the FCC.[/sblock]
[sblock=Hit Points]When you level up, you may either take "average" hit points, rounding up at odd levels and rounding down at even levels, or you may roll your character's hit points. If the latter, provide a link to your roll. Average hit points means this for odd levels beyond 1st level:
1d4 = 3 hit points
1d6 = 4 hit points
1d8 = 5 hit points
1d10 = 6 hit points
1d12 = 7 hit points
and this for even levels:
1d4 = 2 hit points
1d6 = 3 hit points
1d8 = 4 hit points
1d10 = 5 hit points
1d12 = 6 hit points[/sblock][/sblock]
[sblock=Loot]
Personal Firearms Proficiency
Guns, ammunition, and concealed carry permit -- Hancock County Sheriff's Department, courtesy of FCC
[sblock=Acidpus Venom]THRALL. This thin clear liquid dissolves organic and inorganic material on contact. The venom is semi-sentient; it is attracted to movement (and possible food source). On a failed Fortitude DC 18 saving throw, the venom deals 1d6 Constitution damage per round while it devours organic tissue, and simultaneously deals 2d8 acid damage to its victim. A successful save permits the victim to avoid the Constitution damage. A humanoid with 1 or more hit points remaining whose Constitution score becomes 0 as a result of the venom's damage becomes a thrall. The transformation from humanoid to thrall takes 1d3 days, and requires a cocoon of water-based liquid.
On the first round of contact, the venom can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Against wood, metal, or inorganic material, the venom deals 3d8 points of acid damage per round, ignoring hardness. Finally, the venom acts as a universal solvent. Due to its corrosivity, applying the venom is a full-round action.
Cost: $15,000 per dose. Unavailable.[/sblock]
[sblock=Titanium Tin]PROFESSOR CHARLES BUKOWSKI, IU / SETI. The outer shell of this tin is made of titantium, and the interior is lined with industrial grade non-reactive polymer. The tin holds a quarter cup by volume of any liquid or solid, regardless of density, reactivity, or radioactivity. The tin itself is inert, and protects its contents from chemical reaction, combustion, leaks, and contamination.
Cost: $1500, available from Sinochem Group and sold only to research institutions or government entities.[/sblock][/sblock]
The metal door clanged shut, followed by the sound of keys jingling in the lock. Footsteps echoed down the concrete flooring of the chamber, growing fainter. Somewhere to the left, another door slammed. The quiet crept in, punctuated occasionally by the low tones of cellmate conversation, the flush of a toilet, the hum of florescent overhead lights.
Yours blinks. Your florescent light, that is. It blinks. Incessantly. Or, at least, it did. The first four days, it came on at odd hours. Two in the morning. And then off at 9 a.m. Inexplicably. Now, the sixth day, the flickering light wrestles with death, mostly dark but sporadically mustering enough energy to flare before sputtering once again. The passage of time matters in prison. If there was a pattern to the bulb's sputtering, it would be another way to mark the slow march of time. Hours bleed into days, weeks into months, until finally months bleed into freedom.
Not you, though. You're in for good. Expendable. You are expendable. And you know it. Another prisoner, another day closer to repaying their debt to society.
The bulb arcs sometime after midnight in the small hours of the seventh day. Green sparks cascade onto your thin mattress. A tinny sort of buzz reverberates in your cell. Or maybe from the corridor. It's hard to tell. In the quiet, a radio advert set to music plays. It plays once, a distant message in the darkness, then repeats. And then repeats a third time before fizzing out entirely.
You must [STATIC] the Wee Bee Toys store
[WHINE] Broad Ripple and acquire a BunBun
electronic rabbit within [BUZZ] hour. You must go
to that [WHINE] store. You must [STATIC] this
task within the next hour. You may go with as
many people [BUZZ]. You must not fail!
[WHINE] Broad Ripple and acquire a BunBun
electronic rabbit within [BUZZ] hour. You must go
to that [WHINE] store. You must [STATIC] this
task within the next hour. You may go with as
many people [BUZZ]. You must not fail!
Probably just some cop's radio transmission firing erratically, right? Right?

This Adventure Path will consist of four short vignettes designed to carry PCs from 1st through 4th level. If we like the game and agree to continue, I may end up running the group through to 8th or 9th level. For levels 1-4, we will be using the Shadow Chaser campaign model detailed by the d20 Modern Core Rulebook (and the SRD). For those of you unfamiliar with d20 Modern, the Shadow Chaser campaign model is a relatively low-magic, low-"FX" model. If we make it to level 5, I will begin shifting the campaign model to Urban Arcana (higher magic, more fantasy elements). My concept for this game is that gritty real life as you and I currently live it steadily yields to accommodate the intrusion of magic, monsters, and supernatural horror.
If you've never played d20 Modern, no problem. I haven't either. I've owned the book forever, re-read it again recently, and decided to take it for a whirl.
[sblock=Shadow Chaser]Supernatural monsters prowl the modern world. Heroes, sometimes called Shadow Chasers, fight these monsters and offer some small measure of hope in the face of overwhelming horror. In this setting, the monsters of a million horror stories prowl the streets of Indianapolis. They stalk the fog-shrouded night beneath the moon swollen full and hanging ominously above an unsuspecting city. Shadow, the dark realm that disgorges monsters into our reality, obscures their horrific nature. Its properties work in conjunction with the natural defenses of the human mind to shield the fragile psyche of humanity from a reality that could shatter it. You will start gameplay with no knowledge of the Shadow, or monsters, or magic. Credit: d20 Modern Core Rulebook. Not my words.[/sblock]
[sblock=Prison]First-level PCs begin the game in Federal prison, with no equipment other than dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, and one roll of toilet paper. You have been in prison for two years. No one visits you. I do not care why you are in prison, nor do I care what crime the U.S. Attorney's Office charged and convicted you of. Make up whatever you like. Guilty or innocent, it does not matter to me. If you want help using the United States Code to look up statutory provisions for Federal crimes, let me know, I can help you with that. Or you can Google it.[/sblock]

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