26
-i- MUTANT ANIMAL MAYHEM By Jeffrey Moore Design/Editing: Jeffrey Moore Playtesting: Toby Betts, Steve Manchir, Justin Shepard, Erica Talbot, Rebecca Thomas Requires the use of a d20 Modern published by Wizards of the Coast. The 'd20 System' is a trademark owned by Wizards of the Coast and is used according to the terms of the d20 System License version 1.0a. A copy of this license can be found at www.wizards.com. Portions of this work are derived from the d20 System Reference Document. d20 Modern™ is a trademark of Wizards of the Coast, Inc., and is used with permission. Dungeons and Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc. and are used with permission. This product available for free download at http://gbcleveland.biz/~jmoore/mutantanimals.pdf Table of Contents Page CHAPTER 0: INTRODUCTION AND NOTES..................................................................................................................................... 1 Character Creation .................................................................................................................................................................................... 1 CHAPTER 1: RACES ............................................................................................................................................................................. 2 New Race: Mutant Animal ....................................................................................................................................................................... 2 Customization ............................................................................................................................................................................. 2 Mutant Animals .......................................................................................................................................................................... 4 CHAPTER 2: CLASSES ....................................................................................................................................................................... 12 New Classes ............................................................................................................................................................................................ 12 Martial Arts Strong Hero .......................................................................................................................................................... 12 Martial Arts Fast Hero .............................................................................................................................................................. 13 Martial Arts Tough Hero .......................................................................................................................................................... 14 Martial Arts Smart Hero ........................................................................................................................................................... 15 Martial Arts Dedicated Hero .................................................................................................................................................... 16 Martial Arts Charismatic Hero ................................................................................................................................................. 17 New Abilities .......................................................................................................................................................................................... 18 Starting Occupations ............................................................................................................................................................................... 19 New Occupations...................................................................................................................................................................... 20 CHAPTER 3: FEATS ............................................................................................................................................................................ 22 New Feats ................................................................................................................................................................................. 23 Open Game License ................................................................................................................................................................................ 25

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Page 1: TMNT d20

-i-

MUTANT ANIMAL MAYHEMBy Jeffrey Moore

Design/Editing: Jeffrey MoorePlaytesting: Toby Betts, Steve Manchir, Justin Shepard, Erica Talbot, Rebecca Thomas

Requires the use of a d20 Modern published by Wizards of the Coast.

The 'd20 System' is a trademark owned by Wizards of the Coast and is used according to the terms of the d20 System License version1.0a. A copy of this license can be found at www.wizards.com. Portions of this work are derived from the d20 System ReferenceDocument.

d20 Modern™ is a trademark of Wizards of the Coast, Inc., and is used with permission. Dungeons and Dragons(R) and Wizards ofthe Coast(R) are registered trademarks of Wizards of the Coast, Inc. and are used with permission.

This product available for free download at http://gbcleveland.biz/~jmoore/mutantanimals.pdf

Table of Contents Page

CHAPTER 0: INTRODUCTION AND NOTES.....................................................................................................................................1

Character Creation ....................................................................................................................................................................................1

CHAPTER 1: RACES .............................................................................................................................................................................2

New Race: Mutant Animal .......................................................................................................................................................................2

Customization.............................................................................................................................................................................2

Mutant Animals ..........................................................................................................................................................................4

CHAPTER 2: CLASSES .......................................................................................................................................................................12

New Classes............................................................................................................................................................................................12

Martial Arts Strong Hero..........................................................................................................................................................12

Martial Arts Fast Hero..............................................................................................................................................................13

Martial Arts Tough Hero ..........................................................................................................................................................14

Martial Arts Smart Hero ...........................................................................................................................................................15

Martial Arts Dedicated Hero ....................................................................................................................................................16

Martial Arts Charismatic Hero .................................................................................................................................................17

New Abilities ..........................................................................................................................................................................................18

Starting Occupations...............................................................................................................................................................................19

New Occupations......................................................................................................................................................................20

CHAPTER 3: FEATS............................................................................................................................................................................22

New Feats .................................................................................................................................................................................23

Open Game License................................................................................................................................................................................25

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CHAPTER 0: INTRODUCTION AND NOTESGeneral NotesThere are two special forms of text in this document. The firstis examples to hopefully provide clarity. That text is in italicswith horizontal lines above and below.

Like thisThe second form is text in a box with gray shading. This issupport information, providing pointers and optional rules.Note: Text here

CHARACTER CREATIONCharacter creation is fairly similar to generating characters ind20 Modern. There are only a few changes, outlined below:

1) Select a race. This supplement provides 1 additional racewith a large number of variants, the mutant animal. Ifyou select a mutant animal, follow the additional stepsbelow.a) Select an animal type.b) Spend your mutation points (MP).c) Apply modifiers for mutant animal type and size.

2) Select a class. This supplement provides 6 additionalmartial arts classes. If you select a martial arts class,follow the additional steps below.

a) Name the martial arts you practice. This should formthe conceptual center for your feat, talent and skillselection. It has no direct gameplay effect itself.

b) Select stance for the style.3) Select an occupation. There are several additional

occupations available in chapter 2.4) Select your feats. New feats in this chapter 3.

Sample Char GenJustin and Erica are interested in making martialarts characters. Justin wants to make a tough-as-nails mutant animal, while Erica wants to make apolice officer focused on negotiation and the surprisetake-down. For stats, we’ll use 15, 14, 12, 11, 10, 8.

Justin wants a no-nonsense tough. He picks a 14str, 12 dex, 15 con, 10 int, 11 wis and 8 chr. He’s atough brawler, not exactly soft around the edges.

Erica is looking for a little more finesse, but stillwants to hold her own in a fight, so she picks a 10 str,14 dex, 11 con, 12 int, 8 wis, 15 chr. The intelligenceand charisma will help with skills and socialization,while the dex will help her dish out and avoid thedamage.

The characters will be starting at 2nd level.

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CHAPTER 1: RACES NEW RACE: MUTANT ANIMALMutant animals are not actually a single race. There aremutant dogs, cats, goats, etc. Depending on the campaignsetting, these mutant animals could have been created throughgenetic experimentation, toxic spills or even natural selection.Below is a list of the common animal traits. For the rest of themutant animal rules, please see the customization section.

Mutant Animal Racial Traits• Lowlight: Mutant animals automatically have

lowlight vision, doubling the distance they can seewith an available light source.

• Racial Skills: A mutant animal does not receive ahuman's skill point bonus. Therefore, the mutantanimal receives 4 less skill points at charactercreation and 1 less skill point per level. Classes inthis supplement have already been adjustedaccordingly.

• Racial Feats: A mutant animal does not receive ahuman's bonus feat for first level, therefore onlyreceiving a single feat at 1st level.

• Racial customization: Mutant animals come in avariety of shapes and sizes. Please see thecustomization section for full rules on your specificanimal.

• Level Adjustment: +1.

Justin looks through the available animals, andnotices the wolverine. The +4 con is excellent for hishale and hearty idea, and the +2 wis gives him ahigher will save, further helping the idea. Justin’swolverine now has a 12 str, 10 dex, 19 con, 10 int, 13wis, 6 cha. Note, since their campaign is starting theparty at level 2, Justin will actually be characterlevel 1, ECL 2.

Erica’s character is human, so she skips thissection.

CustomizationAnimal characters have a certain amount of Mutation Points,or MP. Using those MP they’ll have to decide on thefollowing:

Size: Size will determine the weapons a character canwield, attribute modifiers, the standard modifiers.

Human Attributes: This determines how close to humanspecific attributes of the animal are, hands, speech, bipedalstance and human looks.

Traits: These are attributes from the animal side that thecharacter keeps after its mutation. Racial bonuses to skill,increased movement, etc.

Options: These are attributes from the animal side thecharacter may keep after its mutation. Claws, wings,heightened senses etc.

Alternative rule: On a point-buy system for attributes,combine MP and attribute points. So a badger in a game using25 points for attributes would have 33 total points to dividebetween attributes and MP costs. This could potentially leadto more powerful characters, as the MP system's scarcitywould go away.

SizeFor simplicity, all mutant animals start at base size medium.MP will change if size is changed. A small elephant will get 4MP, while a huge chicken will lose 12 MP.

Tiny: Tiny creatures are 1-2 feet tall or long, and weight1-8 lbs. Modifiers: +2 attack, +2 defense, +8 Hide, -8Grapple, 1/4th carrying capacity.

Small: Small creatures are 2-4 feet tall or long, andweight 8-60 lbs. Modifiers: +1 to attack, +1 to defense, +4Hide, -4 Grapple, 3/4th carrying capacity.

Medium: Medium creatures are 4-8 feet tall or long, andweight 60-500 lbs. They do not have any modifiers.

Large: Large creatures are 8-16 feet long or tall, andweight 500-4000 lbs. Modifiers: -1 to attack, -1 to defense, -4to Hide, +4 to grapple.

Huge: Huge creatures are 16-32 feet long or tall, andweight 2-16 tons. Modifiers: -2 to attack, -2 to defense, -8 toHide, +8 to Grapple.

Justin has 8 MP for his wolverine and is currentlymedium size. Large has a lot going for it, increasedreach, more strength and con, more damage fromnatural weapons. However, at 6 MP, Justin wouldonly have 2 MP left. Small hurts the strength andconstitution he’s focusing on, so Justin choosesMedium. He keeps all 8 MP, and his stats are now14 str, 12 dex, 21 con (!), 10 int, 13 wis, and 8 cha.

GM Note: Normal d20 focuses on medium and occasionallysmall characters as PCs. This means mechanics for tiny, largeand huge creatures work differently from characters in thesmall to medium range. Also, in a modern setting nothing willbe built for either size, and just fitting into places will beexceedingly difficult for a huge creature, and could limit thegroup’s possibilities. Use caution when allowing tiny, large orhuge characters.

Table 1-1: Effects of SizeSize MP Str Con Dex Init Move W1 W2 W3 Reach(tall) Reach(long)T +8 -6 -2 +6 +4 10’ d3 d4 d6 0’ 0’S +4 -2 0 +4 0 20’ d4 d8 d10 5’ 5’M - +2 +2 +2 0 30’ d6 d10 2d6 5’ 5’L -6 +6 +4 0 -2 40’ d8 2d6 2d8 10’ 5’H -12 +10 +6 -2 -4 50’ d10 2d8 2d10 15’ 10’W1, W2, W3: These refer to natural weapons animals have. See individual animal templates to determine what is available.

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Human AttributesHands

None: Cannot pick up or grab objects. See also Table3-1 for unavailable feats.

Partial: -2 to skills requiring manual dexterity, -2 toattack rolls with weapons. See also Table 3-1 for unavailablefeats.

Full: As per usual.

BipedNone: Use Reach(long), Movement +10’. See also Table

3-1 for unavailable feats.Partial: Can stand and use Reach(tall), but movement is

halved, and jumping/kicking not possible while standing. Seealso Table 3-1 for unavailable feats.

Full: As per usual.

SpeechNone: No speech abilities, needs close review by GM.Partial: Obviously abnormal: -4 to bluff, diplomacy,

gather information and perform(sing) checks, +2 tointimidation checks.

Full: as per usual.

LooksNone: Looks like the original animal, social penalties

vary by GM decision. Armor/clothes purchase DC +3.Partial: Looks human in poor lighting, easily discernible

otherwise, social penalties vary by GM decision.Full: Retains subtle characteristics of animal type, but

looks human.Justin needs to decide how human he wants hiswolverine to be. He wants to be able to interactphysically with the world as a human, so he choosesfull hands and full biped. His charisma is alreadylow, to avoid further issues he picks up full speech.However, he wants to emphasize his animalisticnature so he takes none for looks.

Total: 2 for hands, 2 biped, 2 for speech, 0 forlooks. Justin has 2 MP remaining for options.

TraitsNatural Armor: Not generally noticeable unless only

partial or none is taken for human looks. Does not limitchoices for looks.

Movement Bonus: Additive to whatever the base speedof the animal is.

Skill Bonus: These are racial bonuses, for stackingpurposes.

All wolverines have a +1 natural armor bonus and+4 racial bonus to climb checks. Justin notes theseon his character sheet.

OptionsNatural WeaponsA mutant animal attacking with a natural weapon counts asarmed.

Antlers/Horns/Tusks: Designed for charging, get a +2bonus to damage for a charge attack and counts as a 2-H

weapon for Str/power attack bonuses, but -1 to hit for anormal attack. Cannot attack with another weapon whenusing antlers/horns/tusks.Note: For some species, Antlers and horns are only availableon the male of the species.

Tongue Whip: Can perform trip attacks, but cannot bedropped to avoid a counter-trip after a failed attack. Thisnatural weapon does not act as a threat to enemies within itsreach, but it also does not provoke an attack of opportunitywhen used for a trip or normal attack.

Damage as follows: T 1, S 1d2, M 1d3, L 1d4, H 1d6.Reach as follows: T 5’, S 10’, M 10’, L 15’, H 20’

MovementBurrow: Speed 10 ft.Climb: Speed equals ground movement.Double Jump Distance: After the distance for a jump

check is determined, double it.Flight: Recorded as (speed, maneuverability)Glide: Recorded as (speed, maneuverability). An animal

with glide cannot gain altitude.Sprint: x10 movement for a charge, 1/hourSwimming: Speed equals ground movement.

SensesBlindsense: See the Abilities and Conditions section of

the DMG..Blindsight: See the Abilities and Conditions section of

the DMG..Darkvision: As the Player’s Handbook.Heightened Hearing: +2 Listen, +2 Initiative.Heightened Touch: +2 Disable Device, +2 Sleight of

Hand.Heightened Vision: +2 Spot, half range penalty for spot.Improved Lowlight: 4x normal human vision in

starlight, moonlight, torchlight and similar conditions of poorillumination.

Scent: See the Abilities and Conditions section of theDMG.

SpecialsChew Wood: Grants the ability to cut wood without

tools and a +2 to Craft (structural) checks.Feign Death: +10 racial bonus to bluff checks to

convince someone you are dead.Hold Breath: Hold breath 1 minute per Con.Natural Armor: Does not stack with armor from traits.Quill Defense: +2 Natural Armor, stacks with existing

natural armor, any unarmed miss by 2-3 inflicts W1 damageon the attacker. Anyone trying to grapple char takes W2damage. A bull charge by the character does W3+str.Backhand does W1+str. Can use quills as daggers. Quilldefense prevents the character from wearing armor.

Spit: range increment: 5ft, fort save (DC 15), failed –blinded 1d4 rounds

Musk Spray: Character makes a ranged touch attackagainst the target. Range increment: 10ft, fort save (DC13+Con modifier). If the save fails, target is nauseated for 1d6rounds. Cancels the Scent ability until thoroughly washed. 8uses/day.

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Water Storage: store up to .5/2/5/10/20gallons(depending on size), survive max 20 days.

Now comes the time for Justin to spend his 2remaining MP. Taking a big bite attack is tempting,but he also likes the idea of being able to track usingScent. The bite costs 2 and tracking 1, so he cannothave both. He decides to go with Scent and spendsthe remaining point on claws. Since he is mediumsize, his W1 claws do d6 damage.

Justin now has 0 MP and is finished with race.Time for Erica and Justin to move onto picking aclass.

Mutant AnimalsAny trait/option bonuses are not cumulative. i.e A crocodilenaturally has +2 Natural Armor. If +4 Natural Armor ispurchased for 2 MP, the croc's natural armor is +4, not +6.

Notation key* Trait/option is unavailable with full human appearance.# Trait/option is unavailable with partial human appearance.^ Specific note for that animal. See text directly beneath.

AardvarkMP: 8Attributes: -2 Dex, +2 Con, +2 Wis, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Climb checks+2 racial bonus to Search checksOptionsClaws (W1) 1 MPBurrow 1 MP

Alligator/CrocMP:8Attributes: +4 Str, -2 Dex, -2 Con, -2 Int, +2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +2OptionsTeeth (W2)* 2 MPBonus Feat: Run 1 MPHold Breath 1 MPNatural Armor +4*/+6* 2/4 MPSwim 2 MP

ApeMP:5Attributes: +2 Str, -2 Con, +2 Int, -2 Wis

Human FeaturesHands: Partial automatic, 1 MP for fullBiped: Partial automatic, 2 MP for fullSpeech: 1 MP for partial, 1 MP for fullLooks: Partial automatic, 1 MP for fullTraitsNatural Armor +1+4 racial bonus to Climb checksOptionsClaws (W1) 1 MPTeeth (W1) 1 MPClimb 2 MPNatural Armor +2 1 MPPrehensile Feet 1 MP

ArmadilloMP:8Attributes: +2 Str, -4 Dex, +2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +2OptionsNatural Armor +4*/+6* 2/4 MPBurrow 1 MP

BaboonMP:5Attributes: +2 Dex, -2 Con, +2 Int, -2 Wis

Human FeaturesHands: Partial automatic, 1 MP for fullBiped: Partial automatic, 2 MP for fullSpeech: 1 MP for partial, 1 MP for fullLooks: Partial automatic, 1 MP for fullTraitsNatural Armor +1+4 racial bonus to Climb checksOptionsTeeth (W1) 1 MPClimb 2 MPPrehensile Feet 1 MP

BadgerMP:8Attributes: -2 Dex, +2 Con, +2 Int, -2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Climb checks+2 racial bonus to Hide checksOptionsClaws (W1) 1 MP

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Teeth (W1) 1 MPBurrow 1 MP

BatMP:6Attributes: +2 Wis, -2 Chr

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: Full AutomaticSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Listen checks+4 racial bonus to Spot ChecksOptionsTeeth (W1) 1 MPBlindsight 2 MPFlight (40 ft, good)* 4 MPGlide (40 ft, average)* 2 MP

BeaverMP:6Attributes: +2 Str, -2 Dex, +2 Int, -2 Wis

Human FeaturesHands: Partial automatic, 1 MP for fullBiped: Partial automatic, 1 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Climb checks+2 racial bonus to Swim checksOptionsTail (W1)* 1 MPTeeth (W1) 1 MPChew Wood 1 MPHeightened Hearing 1 MPHold Breath 1 MP

BearMP:8Attributes: +4 Str, -6 Dex, +2 Con

Hands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Swim checksOptionsClaws (W1/W2*) 1/2 MPTeeth (W1/W2*) 1/2 MPHeightened Hearing 1 MPNatural Armor +2*/+3* 1/2 MPScent 1 MP

Bird - AquaticMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Swim checksOptionsFlight (40 ft, good)* 3 MPGlide (40 ft, average)* 1 MPFloat 1 MP

Bird - FowlMP:6Attributes: -2 Int, +2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: Full AutomaticSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 MPOptionsBeak (W1)* 1 MPFlight (40 ft, good)* 3 MP (wild fowl only)Glide (40 ft, average)* 1 MPHeightened Hearing 1 MP

Bird - HuntingMP:6Attributes: +2 Dex, -2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: Full AutomaticSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+8 racial bonus to Spot checksOptionsBeak (W2)* 2 MPClaws (W1) 1 MPFlight (60 ft, average)* 3 MPGlide (60 ft, poor)* 1 MPHeightened Vision 1 MP

Bird - OwlMP:6Attributes: -2 Str, +4 Dex, -2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: Full AutomaticSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for full

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Traits+4 racial bonus to Move Silently checks+4 racial bonus to Spot checksOptionsClaws (W2)* 2 MPFlight (40 ft, good)* 3 MPGlide (40 ft, average)* 1 MPHeightened Hearing 1 MPHeightened Vision 1 MPImproved Lowlight 1 MP

Bird – ForagingMP:6Attributes: -4 Str, +4 Dex

Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra setof fully developed arms and handsBiped: Full AutomaticSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Listen checks+4 racial bonus to Spot checksOptionsBeak (W1) 1 MPFlight (40 ft, good)* 3 MPGlide (40 ft, average)* 1 MPHeightened Vision 1 MP

BisonMP:8Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsHorns (W2)* 2 MPBonus Feat: Toughness 1 MPNatural Armor +2*/+3* 1/2 MP

BoarMP:8Attributes: +2 Str, -2 Dex

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checks

OptionsTusks (W2)* 2 MPFerocity 1 MPScent 1 MP

BuffaloMP:8Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsHorns (W2)* 2 MPBonus Feat: Toughness 1 MPHeightened Hearing 1 MPNatural Armor +2*/+3* 1/2 MP

CamelMP:8Attributes: -4 Dex, +4 Con

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1Bonus Feat: EnduranceOptionsTeeth (W1) 1 MPSpit 1 MPWater Storage* 1 MP

Canine - WildHyena, jackal, wolf

MP:8Attributes: -2 Str, +2 Dex, +2 Int, -2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1Ground Movement +10OptionsClaws (W1) 1 MPTeeth (W1/W2*) 1/2 MPBonus Feat: Track 1 MPHeightened Hearing 1 MPScent 1 MPNatural Armor +2* 1 MP

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Canine- DogMP:8Attributes: +2/-2 Phys Stat^,-2 Wis, +2 Cha

^Player chooses one physical stat as +2, another as -2,depending on breed.Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsGround Movement +10Heightened HearingOptionsTeeth (W1/W2*) 1/2 MPBonus Feat: Track 1 MPScent 1 MPNatural Armor +1/+2* 1/2 MP

Cow and BullMP:8Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsHorns (W2)* 2 MPBonus Feat: Toughness 1 MPHeightened Hearing 1 MPNatural Armor +2*/+3* 1/2 MP

Deer/ElkMP:8Attributes: -2 Str, +2 Dex, -2 Int, +2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsAntlers (W1*/W2*) 1/2 MPHeightened Hearing 1 MP

DonkeyMP:8Attributes: -2 Dex, +2 Con

Human FeaturesHands: 2 MP for partial, 3 MP for fullBiped: 2 MP for partial, 3 MP for full

Speech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for fullTraitsBonus Feat: Endurance+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsHooves (W1) 1 MPHeightened Hearing 1 MPToughness Feat 1 MP

ElephantMP:8Attributes: +4 Str, -4 Dex, -2 Wis, +2 Chr

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Listen checksOptionsTusks (W2)* 2 MPPrehensile Trunk* 1 MPHeightened Hearing 1 MPNatural Armor +2*/+3* 1/2 MPToughness Feat 1 MP

Feline - Great CatMP:8Attributes: +2 Str, -2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Hide checks+2 racial bonus to Move Silently checksOptionsClaws (W1) 1 MPTeeth (W2)* 2 MPImproved Grab 1 MPNatural Armor +2* 1 MPPounce 1 MPScent 1 MP

Feline - CheetahMP:8Attributes: +2 Dex, -2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsGround Movement +10

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+2 racial bonus to Hide checks+2 racial bonus to Move Silently checksOptionsClaws (W1) 1 MPTeeth (W1) 1 MPImproved Grab 1 MPNatural Armor +1* 1 MPPounce 1 MPSprint 3 MP

Feline - MountainMP:8Attributes: -2 Str, +2 Dex

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Climb checks+2 racial bonus to Hide checks+2 racial bonus to Move Silently checksOptionsClaws (W1) 1 MPTeeth (W2)* 2 MPHeightened Hearing 1 MPImproved Grab 1 MPNatural Armor +1* 1 MPPounce 1 MPScent 1 MP

Feline - DomesticMP:8Attributes: +2 Dex, -2 Con, -2 Int, +2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Climb checks+2 racial bonus to Hide checks+2 racial bonus to Jump checks+2 racial bonus to Move Silently checksOptionsClaws (W1) 1 MPTeeth (W1) 2 MPImproved Grab 1 MPPounce 1 MP

FrogMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for full

Traits+4 racial bonus to Jump checks+4 racial bonus to Swim checksOptionsTongue Whip 1 MPDouble Jump Distance 1 MPHold Breath 1 MPSwim 2 MP

GoatMP:8Attributes: -2 Str, -2 Dex, +4 Con, +2 Int, -2 Wis

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Climb checksOptionsHorns (W1) 1 MPHeightened Hearing 1 MP+4 Fort save vs. Poison/Drugs 1 MP

HippopotamusMP:8Attributes: +2 Str, -2 Dex

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for fullTraitsNatural Armor +1+4 racial bonus to Swim checksOptionsTeeth (W2)* 2 MPHeightened Hearing 1 MPHold Breath 1 MPNatural Body Armor +2*/+3* 1/2 MP

HorseMP:11Attributes: +2 Str, -2 Dex

Human FeaturesHands: 2 MP for partial, 3 MP for fullBiped: 2 MP for partial, 3 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for fullTraitsBonus Feat: RunGround Movement +10OptionsHooves (W1) 1 MPHeightened Hearing 1 MPToughness Feat 1 MP

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Marten & MinkMP:8Attributes: -2 Str, +2 Dex, +2 Wis, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Hide checks+2 racial bonus to Move Silently checks+4 racial bonus to Tumble checksOptionsClaws (W1) 1 MPTeeth (W1) 1 MPHeightened Hearing 1 MPScent 1 MP

MoleMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Climb checks+4 racial bonus to Listen checksOptionsClaws (W1) 1 MPDigging 1 MPBurrow 1 MPHeightened Smell 1 MP

MonkeyMP:5Attributes: +2 Int, -2 Wis

Human FeaturesHands: Partial Automatic, 1 MP for fullBiped: Partial Automatic, 1 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: Partial Automatic, 1 MP for fullTraitsNatural Armor +1+4 racial bonus to Climb checksOptionsClimb 2 MPPrehensile Tail 1 MPPrehensile Feet 1 MP

MooseMP:11Attributes: +4 Str, -4 Dex

Human FeaturesHands: 2 MP for partial, 3 MP for fullBiped: 2 MP for partial, 3 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for full

TraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsAntlers (W2)* 2 MPHeightened Hearing 1 MPNatural Armor +2* 1 MP

MuskratMP:7Attributes: +2 Int, -2 Cha

Human FeaturesHands: Partial Automatic, 1 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Listen checks+2 racial bonus to Spot checks+4 racial bonus to Swim checksOptionsHeightened Touch 1 MPHeightened Hearing 1 MPHold Breath 1 MPScent 1 MP

OpossumMP:7Attributes: none

Human FeaturesHands: Partial Automatic, 1 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Climb checks+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsFeign Death 1 MPPrehensile Tail 1 MPScent 1 MP

OtterMP:7Attributes: -2 Str, +2 Dex, +2 Int, -2 Wis

Human FeaturesHands: Partial Automatic, 1 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Swim checksOptionsBlindsenses 1 MPHeightened Hearing 1 MPHeightened Touch 1 MP

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Hold Breath 1 MPScent 1 MPSwim 1 MP

PigMP:8Attributes: +2 Int, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsScent(something)OptionsHeightened Hearing 1 MPToughness Feat 1 MP

PonyMP:11Attributes: -2 Dex, +2 Con

Human FeaturesHands: 2 MP for partial, 3 MP for fullBiped: 2 MP for partial, 3 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for fullTraitsBonus Feat: RunGround Movement +10OptionsHooves (W1) 1 MPHeightened Hearing 1 MP

PorcupineMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsQuill Defense# 3 MPHeightened Hearing 1 MPNatural Armor +2* 1 MPScent 1 MP

RabbitMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for full

Looks: 1 MP for partial, 2 MP for fullTraitsGround Movement +10+4 racial bonus to Jump checksOptionsBonus Feat: Run 1 MPDouble Jump Distance 1 MPHeightened Hearing 1 MPScent 1 MP

RaccoonMP:7Attributes: +4 Int, -2 Wis, -2 Cha

Human FeaturesHands: Partial Automatic, 1 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Climb checks+2 racial bonus to Swim checksOptionsHeightened Touch 1 MPHeightened Hearing 1 MP

RhinocerosMP:11Attributes: +4 Str, -4 Dex

Human FeaturesHands: 2 MP for partial, 3 MP for fullBiped: 2 MP for partial, 3 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 2 MP for partial, 3 MP for fullTraitsNatural Armor +2OptionsHorn (W2)* 2 MPNatural Armor +4/6 2/4 MPHeightened Hearing 1 MPScent 1 MP

RodentMP:8Attributes: +2 Wis, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Hide checks+2 racial bonus to Listen checks+2 racial bonus to Move Silently checks+2 racial bonus to Spot checksOptionsClaws (W1) 1 MPBurrow 1 MPHeightened Hearing 1 MP

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SheepMP:8Attributes: -2 Int, +2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsHeightened Hearing 1 MPScent 1 MP

SkunkMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+4 racial bonus to Listen checks+4 racial bonus to Spot checksOptionsMusk Spray 2 MP

SquirrelMP:8Attributes: none

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Climb checks+2 racial bonus to Jump checks+2 racial bonus to Listen checks+2 racial bonus to Spot checksOptionsGlide (20 ft, poor)* 1 MPHeightened Hearing 1 MP

TurtleMP:8Attributes: -2 Dex, +2 Con

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +2

OptionsNatural Armor +4/6/8 2/4/6 MPHold Breath 1 MPSwim 2 MP

WeaselMP:8Attributes: +4 Dex, -4 Con, +2 Wis, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraits+2 racial bonus to Hide checks+2 racial bonus to Move Silently checks+4 racial bonus to Tumble checksOptionsClaws (W1) 1 MPTeeth (W1) 1 MPBonus Feat: Flurry of Blows^ 1 MP^Flurry is not linked to stance, can be used for any meleeattack. However, weasels with this must eat their own weightin meat daily.

WolverineMP:8Attributes: -2 Str, -2 Dex, +4 Con, +2 Wis, -2 Cha

Human FeaturesHands: 1 MP for partial, 2 MP for fullBiped: 1 MP for partial, 2 MP for fullSpeech: 1 MP for partial, 2 MP for fullLooks: 1 MP for partial, 2 MP for fullTraitsNatural Armor +1+4 racial bonus to Climb checksOptionsClaws (W1) 1 MPTeeth (W2)* 2 MPBurrow 1 MPScent 1 MP

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CHAPTER 2: CLASSES NEW CLASSESThis supplement adds 6 new base classes to d20 Modern.Each is linked to an attribute, like the normal d20 Modernclasses. However, they are more narrowly focused on martialarts. Please note these classes are not restricted to mutantanimals, and mutant animals are not restricted to these classes.

Why not Prestige Classes?This is a good question, since the initial concept of theseclasses came from the Martial Artist prestige class, and adesire to round out and generalize it. That would have workedfine for prestige classes coming from Strong, Fast or Toughhero backgrounds, but it did not work as well for Smart,Dedicated and Charismatic heroes. Without prerequisites,players are free to multi-class between the normal hero classesand the martial arts ones, but it is not required.

Are they balanced?They are certainly more powerful in a melee environment. Insocial and intellectual situations and ranged combat they aremuch less effective. Talents are more powerful, but you getfewer of them and they often require action points. Feats aregained less frequently, but that's balanced by increasing meleedamage. The skill lists are more restrictive. Stance is the bigbalance issue. It doesn't give too many special abilities, but itdoes give access to some very nice [Martial] feats.

So, short answer to the balance question: no, they are notperfectly balanced. Due to specialization, they will be more orless effective depending on campaign emphasis. Of course,same could be said about a Smart or Charismatic hero.

GM Note: You may notice this supplement makes nomention of specific fighting styles and what skills/feats youneed to take for them. This is intentional, to encourage playercreativity. Your players might all be students of the sameNinjitsu master, but they might still select very different setsof feats and skills. Some level of consistency is encouraged,though. For instance, all fencers should be able to use asword.

Justin an Erica now need to pick character classes.Justin has never wavered on his hard as nails

character concept, so he chooses the Martial ArtsTough Hero. Raised on the street, his wolverine is abrawler, without a precisely trained technique.Expect him to favor feats such as brawl and powerattack, and physical skills, as well as knowledge(streetwise) or (popular culture) for flavor.

Erica wants a subtler character. She both wantsto be able to easily fake out an opponent, and tosubdue them, so the nerve strikes of Smart and thebluffing abilities of Dedicated are appealing. Shedecides she most needs the social skill sets, she startswith Martial Arts Charismatic Hero, trained inJuijitsu. Expect throwing and feinting feats for her,as well social and stealth skills. Profession (policeofficer) is also a must.)

MARTIAL ARTS STRONG HEROThe MA Strong Hero focuses on the strength of his blows,creating an unstoppable onslaught.

Examples of Martial Arts Strong HeroesInsert blather here.

Game Rule InformationMA Strong Heroes have the following game statistics.

AbilityStrength is the ability associated with this class. These heroesusually also have good scores in Constitution, Dexterity, andat least one nonphysical attribute.

Hit DieMA Strong Heroes gain 1d8 hit points per level. Thecharacter’s Constitution modifier applies. A 1st level MAStrong Hero receives hit points equal to 8 + his or herconstitution modifier.

Action PointsMA Strong Heroes gain a number of action points equal to 5 +one-half their character level, rounded down, at 1st level andevery time they attain a new level in this class.

Class SkillsThe MA Strong hero’s class skills, and the key ability for eachskill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Climb (Str), Intimidate (Cha), Jump (Str), Knowledge(current events, popular culture, streetwise, theology andphilosophy) (Int), Profession (Wis), Read/Write Language(none), Speak Language (none), Swim (Str)

Also, the starting occupation you select can provide youwith additional class skills to choose from.

Skill Points at 1st level: (2 + Int modifier) x 4Skill Points at Each Additional Level: 2 + Int modifier

Starting FeatsIn addition to the feat all characters get at 1st level, a MAStrong hero begins play with the Simple Weapon Proficiencyfeat.

Class FeaturesAll of the following are class features of the hero.

StanceStance is described immediately following the classes.

TalentsAt 2nd, 5th and 8th level, the MA Strong hero selects a talentfrom the following trees. Some trees have a set order thatmust be followed, while others provide a list to choose from.As long as a hero qualifies, you can select freely from and alltalent trees. No talent can be selected more than once unlessexpressly indicated.

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Iron Hands Talent TreeThese talents are for unarmed strikes only

Focus: Spend an action point and a full round action,ignore the hardness of an inanimate object.

Sunder: As Improved Sunder in the Players Handbook.Prerequisite: FocusStunning Blow: Spend an action point, attach does no

damage but has a chance of stunning your target for a round.DC 10 + Str modifier + MA Strong level.

Prerequisite: Focus

Inner Fire Talent Treetext here

Ki Strike: Spend an action point and add your MAStrong level to damage for a single melee attack. Must bedeclared before the attack roll is made.

Monkey Grip: Choose a specific weapon. You maywield that weapon at one size category larger than you withoutpenalty. You can take this talent multiple times, each timeyou must choose a different weapon.

Prerequisite: Ki Strike

Weapon Catch: If unarmed, the MA Strong Hero canattempt to catch an incoming attack. Spend an action pointand make an attack roll, adding your MA Strong level. If youbeat the attacker's roll, you catch the opponent's weapon.While held, both lose all dodge bonuses and combat expertise.If it was a weapon that was caught, it can be released as a freeaction by either side, otherwise only the catcher can release asa free action.

Prerequisite: Ki Strike

Bonus FeatsAt 3rd, 6th and 9th level, the MA Strong hero gains a bonusfeat. The feat must be selected from the following list, and theMA Strong hero must meet any prerequisites.

Archaic Weapon Proficiency (any), Athletic, Brawl,Cleave, Improved Charge, Knockout Punch, Living Weapon,Power Attack, Stance Focus, Stance Specialization.

Table 2-1: Martial Arts Strong HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +1 +1 +0 +0 Stance +1, Unarmed Damage +1 Step +1 +02 +2 +2 +0 +0 Stance +1, Talent +1 +03 +3 +2 +1 +1 Stance +1, Bonus Feat +2 +04 +4 +3 +1 +1 Stance +1, Unarmed Damage +1 Step +2 +05 +5 +3 +1 +1 Stance +1, Talent +3 +16 +6/+1 +4 +2 +2 Stance +1, Bonus Feat +3 +17 +7/+2 +4 +2 +2 Stance +1, Unarmed Damage +1 Step +4 +18 +8/+3 +5 +2 +2 Stance +1, Talent +4 +19 +9/+4 +5 +3 +3 Stance +1, Bonus Feat +5 +2

10 +10/+5 +6 +3 +3 Stance +1, Unarmed Damage +1 Step +5 +2

MARTIAL ARTS FAST HEROLight and fast, the MA Fast hero focuses on a shower of lightattacks while avoiding getting hit. Floating like a butterflyand stinging like a bee, as some might say.

Examples of Martial Arts Fast HeroesInsert blather here.

Game Rule InformationMA Fast Heroes have the following game statistics.

AbilityDexterity is the ability associated with this class. Theseheroes usually also have good scores in Charisma, Wisdomand Strength.

Hit DieMA Fast Heroes gain 1d8 hit points per level. The character’sConstitution modifier applies. A 1st level MA Fast Heroreceives hit points equal to 8 + his or her constitutionmodifier.

Action PointsMA Fast Heroes gain a number of action points equal to 5 +one-half their character level, rounded down, at 1st level andevery time they attain a new level in this class.

Class SkillsThe MA Fast hero’s class skills, and the key ability for eachskill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Balance (Dex), Climb (Str), Escape Artist (Dex), Hide(Dex), Jump (Str), Knowledge (current events, history,popular culture, streetwise, theology and philosophy) (Int),Move Silently (Dex), Perform (Dance) (Cha), Profession(Wis), Read/Write Language (none), Speak Language (none),Spot (Wis), Tumble (Dex)

Also, the starting occupation you select can provide youwith additional class skills to choose from.

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

Starting FeatsIn addition to the feat all characters get at 1st level, a MA Fasthero begins play with the Simple Weapon Proficiency feat.

Class FeaturesAll of the following are class features of the hero.

StanceStance is described immediately following the classes.

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TalentsAt 1st, 4th, 7th and 9th level, the MA Fast hero selects a talentfrom the following trees. Some trees have a set order thatmust be followed, while others provide a list to choose from.As long as a hero qualifies, you can select freely from and alltalent trees. No talent can be selected more than once unlessexpressly indicated.

Wire-Fu Talent TreeDefying the laws of physics for fun and entertainment.

Leap: Remove length limitations, +MA Fast level tojump checks.

Feather-Light: The Hero can balance on tree branches,swords, etc that shouldn’t support your weight. Still needsuccessful balance check. +MA Fast level to balance checks.

Prerequisite: LeapFlying Kick: Spend an action point, and make a DC 15

jump check. A charge with at least 10 feet between you andthe target has the same effect as spirited charge for a singleattack.

Prerequisite: Leap

Aerial Ballet: Spend an action point and receive + yourMA Fast level. This bonus can be divided between attack anddefense as desired. This bonus lasts 1 round.

Prerequisite: Flying Kick

Lightning Blade Talent Treefor the weapon-using flashy guys – flurry of blow type stuff,

Throw: Throw a light weapon, range increment 10 feet.Iajitsu: If weapon is sheathed, +4 to initiative for the

first round only and +2 to attack and damage for the firstattack.

Prerequisite: Quick Draw featWeapon Blur: Spend an action point. Attack is so fast

your opponent counts as flat-footed.Prerequisite: Iajitsu

Bonus FeatsAt 3rd, 6th and 9th level, the MA Fast hero gains a bonus feat.The feat must be selected from the following list, and the MAFast hero must meet any prerequisites.

Acrobatic, Archaic Weapon Proficiency (any), CombatMartial Arts, Combat Reflexes, Defensive Martial Arts,Ground Fighting, Improved Trip, Kip-Up, Lightning Reflexes,Mobility, Stealthy, Understand Stance.

Table 2-2: Martial Arts Fast HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +0 +0 +1 +0 Stance +1, Talent +1 +02 +1 +0 +2 +0 Stance +1, Unarmed Damage +1 Step +2 +03 +2 +1 +2 +1 Stance +1, Bonus Feat +2 +04 +3 +1 +3 +1 Stance +1, Talent +3 +05 +3 +1 +3 +1 Stance +1, Unarmed Damage +1 Step +4 +16 +4 +2 +4 +2 Stance +1, Bonus Feat +4 +17 +5 +2 +4 +2 Stance +1, Talent +5 +18 +6/+1 +2 +5 +2 Stance +1, Unarmed Damage +1 Step +6 +19 +6/+1 +3 +5 +3 Stance +1, Bonus Feat +6 +2

10 +7/+2 +3 +6 +3 Stance +1, Talent +7 +2

MARTIAL ARTS TOUGH HEROThe MA Tough hero outlasts his or her opponents. They willtake a deluge of blows while weakening their opponent.

Examples of Martial Arts Tough HeroesInsert blather here.

Game Rule InformationMA Tough Heroes have the following game statistics.

AbilityConstitution is the ability associated with this class. Strengthis also very important, followed by Charisma and Dexterity.

Hit DieMA Tough Heroes gain 1d10 hit points per level. Thecharacter’s Constitution modifier applies. A 1st level MATough Hero receives hit points equal to 10 + his or herconstitution modifier.

Action PointsMA Tough Heroes gain a number of action points equal to 5 +one-half their character level, rounded down, at 1st level andevery time they attain a new level in this class.

Class SkillsThe MA Tough hero’s class skills, and the key ability for eachskill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Climb (Str), Intimidate (Cha), Knowledge (current events,popular culture, streetwise, theology and philosophy) (Int),Profession (Wis), Read/Write Language (none), SpeakLanguage (none), Sense Motive (Wis), Survival (Wis).

Also, the starting occupation you select can provide youwith additional class skills to choose from.

Skill Points at 1st level: (2 + Int modifier) x 4Skill Points at Each Additional Level: 2 + Int modifier

Starting FeatsIn addition to the feat all characters get at 1st level, a MATough hero begins play with the Simple Weapon Proficiencyfeat.

Class FeaturesAll of the following are class features of the hero.

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StanceStance is described immediately following the classes.

TalentsAt 1st, 4th, 7th and 9th level, the MA Tough hero selects atalent from the following trees. Some trees have a set orderthat must be followed, while others provide a list to choosefrom. As long as a hero qualifies, you can select freely fromand all talent trees. No talent can be selected more than onceunless expressly indicated.

Grapple Talent Treeenhanced grappling stuff – pins, etc

Grapple: As improved grapple in the Player's Handbook.Pin: You can pin someone as a move-equivalent action.Prerequisite: GrappleWrestling Expertise: Add 1/2 your MA Tough level

(rounded down) to all grappling checks.Prerequisite: Grapple

Throw Talent TreeRelated to grapples, ways to toss around your opponent afteryou have them.

Throw: You can perform a Trip attack as a move-equivalent action on a grappled opponent. Additionally, if thetrip attack is successful, you can take an attack of opportunityon your opponent.

Prerequisite: Grapple

Pile Driver: Spend an Action Point, and an attempt todamage your opponent while grappled will automaticallycount as a critical if successful. Your opponent is releasedfrom the grapple after this attack.

Prerequisite: Throw

Ox Body Talent TreeStrength of the Ox: Spend an action point and receive

10/- damage reduction for a round. You cannot attack thisround.

Stubbornness of the Ox: Spend an action point andreceive your MA Tough level in energy resistance for Conmodifier rounds.

Bonus FeatsAt 3rd, 6th and 9th level, the MA Tough hero gains a bonusfeat. The feat must be selected from the following list, and theMA Tough hero must meet any prerequisites.

Archaic Weapon Proficiency (any), Brawl, Confident,Endurance, Great Fortitude, Heroic Surge, Improved Brawl,Improved Bull Rush, Improved Damage Threshold,Maneuver: Close Quarters Fighting, Stance Focus, Toughness.

Justin is a 1st level Martial Arts Tough hero. Havinglearned to fight through experience he chooses theNatural stance. Only thing left to choose at 1st levelis a talent. Justin isn't interested in grappling hisopponents, so he takes Strength of the Ox.

Table 2-3: Martial Arts Tough HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +0 +1 +0 +1 Stance +1, Talent +1 +02 +1 +2 +0 +2 Stance +1, Unarmed Damage +1 Step +1 +03 +2 +2 +1 +2 Stance +1, Bonus Feat +2 +04 +3 +3 +1 +3 Stance +1, Talent +2 +05 +3 +3 +1 +3 Stance +1, Unarmed Damage +1 Step +3 +16 +4 +4 +2 +4 Stance +1, Bonus Feat +3 +17 +5 +4 +2 +4 Stance +1, Talent +4 +18 +6/+1 +5 +2 +5 Stance +1, Unarmed Damage +1 Step +4 +19 +6/+1 +5 +3 +5 Stance +1, Bonus Feat +5 +2

10 +7/+2 +6 +3 +6 Stance +1, Talent +5 +2

MARTIAL ARTS SMART HERO

Examples of Martial Arts Smart HeroesInsert blather here.

Game Rule InformationMA Smart heroes have the following game statistics.

AbilityIntelligence is the ability associated with this class. Theseheroes usually also have good scores in Dexterity andWisdom.

Hit DieMA Smart heroes gain 1d6 hit points per level. Thecharacter’s Constitution modifier applies. A 1st level MASmart hero receives hit points equal to 6 + his or herconstitution modifier.

Action PointsMA Smart Heroes gain a number of action points equal to 5 +one-half their character level, rounded down, at 1st level andevery time they attain a new level in this class.

Class SkillsThe MA Smart hero’s class skills, and the key ability for eachskill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Concentration (Con), Decipher Script (Int), Escape Artist(Dex), Jump (Str), Knowledge (arcane lore, current events,history, popular culture, streetwise, tactics, theology andphilosophy) (Int), Listen (Wis), Profession (Wis), Read/WriteLanguage (none), Research (Int), Search (Int), Sleight of Hand(Dex), Speak Language (none), Spot (Wis), Treat Injury (Wis)

Also, the starting occupation you select can provide youwith additional class skills to choose from.

Skill Points at 1st level: (6 + Int modifier) x 4

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Skill Points at Each Additional Level: 6 + Int modifier

Starting FeatsIn addition to the feat all characters get at 1st level, a MAStrong hero begins play with the Simple Weapon Proficiencyfeat.

Class FeaturesAll of the following are class features of the hero.

StanceStance is described immediately following the classes.

TalentsAt 1st, 4th, 7th and 9th level, the MA Smart hero selects atalent from the following trees. Some trees have a set orderthat must be followed, while others provide a list to choosefrom. As long as a hero qualifies, you can select freely fromand all talent trees. No talent can be selected more than onceunless expressly indicated.

Nerve Strike Talent TreeYay, sneak attacks.

Nerve Strike +1d6: Equivalent to rogue's sneak attack inthe player's handbook.

Nerve Strike +2d6: As above, except +2d6Prerequisite: Nerve Strike +1d6

Nerve Strike +3d6: As above, except +3d6Prerequisite: Nerve Strike +2d6Unarmed Nerve Strike +4d6: Equivalent to rogue's

sneak attack, except precision requires unarmed strikes.Prerequisite: Nerve Strike +2d6

Invigorate Talent Treepinching nerve clusters that wake someone up, help themfocus, get them back in the fight, etc.

Energize: DC 15 check, d20 + Int modifier + MA Smartlevel, target gains +1 to attack and melee damage for Intmodifier rounds.

Recover: Spend an action point and make a DC 15check, d20 + Int modifier + MA Smart level, target recoversxd6 non-lethal damage. x = 1/2 the MA Smart level roundeddown.

Prerequisites: Energize

Bonus FeatsAt 3rd, 6th and 9th level, the MA Smart hero gains a bonusfeat. The feat must be selected from the following list, and theMA Smart hero must meet any prerequisites.

Archaic Weapon Proficiency (all), Attentive, CombatExpertise, Combat Martial Arts, Educated, ImprovisedWeapons, Low Profile, Second Stance, Studious, StudyStance, Two-Weapon Fighting.

Table 2-4: Martial Arts Smart HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +0 +0 +1 +1 Stance +1, Talent +0 +02 +1 +0 +2 +2 Stance +1, Bonus Feat +1 +03 +2 +1 +2 +2 Stance +1, Unarmed Damage +1 Step +1 +04 +3 +1 +3 +3 Stance +1, Talent +1 +05 +3 +1 +3 +3 Stance +1, Bonus Feat +2 +16 +4 +2 +4 +4 Stance +1, Unarmed Damage +1 Step +2 +17 +5 +2 +4 +4 Stance +1, Talent +2 +18 +6/+1 +2 +5 +5 Stance +1, Bonus Feat +3 +19 +6/+1 +3 +5 +5 Stance +1, Unarmed Damage +1 Step +3 +2

10 +7/+2 +3 +6 +6 Stance +1, Talent +3 +2

MARTIAL ARTS DEDICATED HEROExamples of Martial Arts Dedicated HeroesInsert blather here.

Game Rule InformationMA Dedicated Heroes have the following game statistics.

AbilityWisdom is the ability associated with this class. These heroesusually also have good scores in Dexterity, Charisma andConstitution.

Hit DieMA Dedicated heroes gain 1d6 hit points per level. Thecharacter’s Constitution modifier applies. A 1st level MADedicated hero receives hit points equal to 6 + his or herconstitution modifier.

Action PointsMA Dedicated heroes gain a number of action points equal to5 + one-half their character level, rounded down, at 1st leveland every time they attain a new level in this class.

Class SkillsThe MA Dedicated hero’s class skills, and the key ability foreach skill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Balance (Dex), Concentration (Con), Craft (visual art,writing) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide(Dex), Jump (Str), Knowledge (arcane lore, art, current events,history, popular culture, streetwise, theology and philosophy)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),Read/Write Language (none), Sense Motive (Wis), SpeakLanguage (none), Spot (Wis), Treat Injury (Wis)

Also, the starting occupation you select can provide youwith additional class skills to choose from.

Skill Points at 1st level: (4 + Int modifier) x 4

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Skill Points at Each Additional Level: 4 + Int modifier

Starting FeatsIn addition to the feat all characters get at 1st level, a MADedicated hero begins play with the Simple WeaponProficiency feat.

Class FeaturesAll of the following are class features of the hero.

StanceStance is described immediately following the classes.

TalentsAt 1st, 4th, 7th and 9th level, the MA Dedicated hero selects atalent from the following trees. Some trees have a set orderthat must be followed, while others provide a list to choosefrom. As long as a hero qualifies, you can select freely fromand all talent trees. No talent can be selected more than onceunless expressly indicated.

Inner Focus Talent TreeThe MA Dedicated hero uses mind over body via meditation.

Meditation: Meditating for 8 hours, the MA Dedicatedhero triples their natural healing rate.

Clear Mind: By spending a standard action, the MADedicated hero can ignore distractions to skill rolls forWisdom modifier rounds. DM cannot apply circumstancepenalties from external distractions or pain due to injuries.External physical penalties still apply. If someone attempts tobluff the hero, the hero receives a +MA Dedicated level to thesense motive check.

Prerequisite: Meditation

Second Sight Talent TreeThe MA Dedicated's Zen-like approach leads to insightsothers miss.

Awareness: Add 1/2 your MA Dedicated level to spotand listen checks.

Poise: If unarmored, hero adds their wisdom modifier totheir defense.

Prerequisite: AwarenessIntuitive Defense: Hero cannot be flankedPrerequisite: Awareness

Weapon's Will Talent Treetext here

Weapon and Spirit as One: As the Understand Stancefeat. However, it can only be the wisdom modifier, and itapplies to all stances the hero knows, not just one.

Steel Wall: If fighting defensively, spend an action pointand add 1/2 (rounded down) your MA Dedicated level todefense for Wis modifier rounds(minimum 1 round). Youmust continue to fight defensively for the duration.

Prerequisites: Weapon and Spirit as One

Second Stance Bonus FeatAt 2nd level the Martial Arts Dedicate hero receives SecondStance as a bonus feat, even if he or she does not meat theprerequisites.

Bonus FeatsAt 3rd, 6th and 9th level, the MA Dedicated hero gains abonus feat. The feat must be selected from the following list,and the MA Dedicated hero must meet any prerequisites.

Alertness, Archaic Weapon Proficiency (any), Attentive,Blind-Fight, Combat Martial Arts, Combat Reflexes, CombatThrow, Iron Will, Second Stance, Two-Weapon Fighting,Understand Stance.

Table 2-5: Martial Arts Dedicated HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +0 +0 +0 +1 Stance +1, Talent +1 +02 +1 +0 +0 +2 Stance +1, Second Stance bonus feat +2 +03 +1 +1 +1 +2 Stance +1, Bonus Feat +2 +04 +2 +1 +1 +3 Stance +1, Talent +3 +05 +2 +1 +1 +3 Stance +1, Unarmed Damage +1 Step +4 +16 +3 +2 +2 +4 Stance +1, Bonus Feat +4 +17 +3 +2 +2 +4 Stance +1, Talent +5 +18 +4 +2 +2 +5 Stance +1, Unarmed Damage +1 Step +6 +19 +4 +3 +3 +5 Stance +1, Bonus Feat +6 +2

10 +5 +3 +3 +6 Stance +1, Talent +7 +2

MARTIAL ARTS CHARISMATIC HEROMartial arts charismatic heroes are the master duelist. Theypsychologically weaken their opponent, keeping them off-balance, while they go for the killing strike.

Examples of Martial Arts CharismaticHeroesInsert blather here.

Game Rule InformationMA Charismatic Heroes have the following game statistics.

AbilityCharisma is the ability associated with this class. Theseheroes usually also have good scores in Dexterity andIntelligence.

Hit DieMA Charismatic Heroes gain 1d6 hit points per level. Thecharacter’s Constitution modifier applies. A 1st level MACharismatic Hero receives hit points equal to 6 + his or herconstitution modifier.

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Action PointsMA Charismatic Heroes gain a number of action points equalto 5 + one-half their character level, rounded down, at 1st leveland every time they attain a new level in this class.

Class SkillsThe MA Charismatic hero’s class skills, and the key ability foreach skill, are as follows (see d20 Modern Chapter 2 for skilldescriptions).

Bluff (Cha), Concentration (Con), Diplomacy (Cha),Intimidate (Cha), Jump (Dex), Knowledge (behavioralsciences, cultural events, popular culture, streetwise, theologyand philosophy) (Int), Listen (Wis), Perform (act, dance)(Cha), Profession (Wis), Read/Write Language (none), SenseMotive (Wis), Speak Language (none), Spot (Wis)

Also, the starting occupation you select can provide youwith additional class skills to choose from.

Skill Points at 1st level: (6 + Int modifier) x 4Skill Points at Each Additional Level: 6 + Int modifier

Starting FeatsIn addition to the feat all characters get at 1st level, a MACharismatic hero begins play with the Simple WeaponProficiency feat.

Class FeaturesAll of the following are class features of the hero.

StanceStance is described immediately following the classes.

TalentsAt 1st, 4th, 7th and 9th level, the MA Charismatic hero selectsa talent from the following trees. Some trees have a set orderthat must be followed, while others provide a list to choosefrom. As long as a hero qualifies, you can select freely fromand all talent trees. No talent can be selected more than onceunless expressly indicated.

Showmanship Talent Treetext here

Banter: Spend an action point, opponent must make aWill save, DC 10 + Cha modifier + MA Charismatic level. Ifit fails, opponent is enraged, subtract the hero's Cha modifierfrom the target's defense for 1/2 MA Charismatic level rounds.

Expert Feint: + MA Charismatic level to bluff checksfor feint only.

Tag: Declare an attack as a tag and spend an actionpoint. If the attack is successful, opponent automaticallysubject to Banter, no save.

Prerequisite: Banter

Blade Dance Talent TreeTalents do not actually need a weapon, despite the name.

Feather-light Touch: The MA Charismatic hero cantake a minus to their damage up to their MA charismatic level,max -5. For each -1 they take, they get a +1 to damage.Minimum damage is still 1.

Flashing Blade: + 1/2 MA Charismatic level tointimidate skill checks while wielding a weapon.

One Strike, One Kill: A MA Charismatic spends anaction point and a full attack. If the attack hits it is anautomatic threat.

Prerequisite: Feather-light Touch

Bonus FeatsAt 3rd, 6th and 9th level, the MA Charismatic hero gains abonus feat. The feat must be selected from the following list,and the MA Charismatic hero must meet any prerequisites.

Agile Reposte, Archaic Weapon Proficiency (all), CombatMartial Arts, Deceptive, Elusive Target, Frightful Presence,Improved Disarm, Improved Feint, Improved Initiative,Improvised Weapons, Maneuver: Flurry of Blows, Nimble,Quick Draw, Renown.

Since Erica is 2nd level, she chooses to be a 1st levelMartial Arts Charismatic Hero/ 1st level Martial ArtsSmart Hero. She decides to have a Fluid stance,given her Juijitsu will focus on throwing opponentsand using their strength against them. For talentsshe chooses Feather-light Touch to hit when sheneeds to, and Nerve Strike +1d6 to take off-guardopponents down quickly in a hostage situation.

Table 2-6: Martial Arts Charismatic HeroClassLevel

Base AttackBonus

FortSave

RefSave

WillSave Special

DefenseBonus

ReputationBonus

1 +0 +0 +1 +1 Stance +1, Talent +1 +02 +1 +0 +2 +2 Stance +1, Bonus Feat +1 +03 +2 +1 +2 +2 Stance +1, Unarmed Damage +1 Step +2 +14 +3 +1 +3 +3 Stance +1, Talent +2 +15 +3 +1 +3 +3 Stance +1, Bonus Feat +3 +16 +4 +2 +4 +4 Stance +1, Unarmed Damage +1 Step +3 +27 +5 +2 +4 +4 Stance +1, Talent +4 +28 +6/+1 +2 +5 +5 Stance +1, Bonus Feat +4 +29 +6/+1 +3 +5 +5 Stance +1, Unarmed Damage +1 Step +5 +3

10 +7/+2 +3 +6 +6 Stance +1, Talent +5 +3

NEW ABILITIESThe new martial arts classes add a couple new abilities. Thefirst thing a martial arts hero should decide on is their martialarts style. This is not just classical eastern styles, like Karate

or Kung Fu, but could also include boxing, or weapon-oriented fighting styles like Kendo or fencing.

StanceAll the new base martial arts classes get stances.

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5 stancesWater Fluid (defensive/throws)Air Light (speedy/jumping and flying kicks)Fire Erratic (deceptive/monkey/drunken)Wood Natural (intuitive/most animal styles)Metal Rigid (precise)

Styles are not necessarily linked to specific stances. OneKarate master may have a very straight-line hard hitting stancewhile another takes a more fluid approach.

Table 2-7: Stance AbilitiesLevel Bonus1 Weapon slot2 Focus3 Weapon slot45 Focus6 Weapon slot78 Focus910 Weapon slot

All bonuses: All stance bonuses apply only while in thatstance. If a character has multiple stances, they mustdesignate what stance they are in. Stance can be changed atthe beginning of a character's turn as a free action.

Weapon SlotA weapon slot determines what attacks you can use [Martial]feats with. Choose unarmed or a set of weapons (Archaic[Feudal,] Archaic [Japanese,] etc.). Unarmed included naturalweapons.

Important Note: This does not grant proficiency in theselected weapons. So, if you select Archaic [Feudal] as aweapon slot, you can use [Martial] feats with a halberd, butunless you have the feat Archaic Weapon Proficiency[Feudal], you will have a -4 to hit.

A specific type can be selected multiple times, effects asfollows.

First time selected: Selected attack type is part of thestance. Only attacks that are part of a stance can use [Martial]feats.

Second time selected: +1 to hit. This effect stacks withWeapon Focus or Stance Focus, not both.

Third time selected: +1 to damage. This effect stackswith Weapon Specialization or Stance Specialization, notboth.

Fourth time selected: An additional +1 to damage. Thisgives a total of +2 to damage. This effect stacks with WeaponSpecialization or Stance Specialization, not both.

A 6th level character studying Ninjutsu has 3weapon slot selections. The player selects Unarmedand Archaic Weapons [Japanese] for the 1st twoslots, and then can choose to get a +1 to hit withunarmed attacks, or Japanese weapons. Any[Martial] feat selected could apply to unarmed orarmed attacks, as long as the weapons used fellwithin the Archaic Weapon Proficiency [Japanese.]

A 10th level fencing master has 4 weapon slotselections. Since the character only uses ArchaicWeapons [Fencing], all 4 slots go toward fencing,giving a +1 to hit and +2 to damage. Any [martial]feat selected will only apply to fencing weapons.

FocusFocuses are minor improvements to skills, saves or defense.They can be chosen multiple times but, with the exception ofdefense, must be applied to a different skill or save each time.

Defense Bonus: +1 dodge bonus against a single target.Target can be changed at the beginning of the character's turn.If taken twice, can designate 2 different targets or the sametarget. Cannot be taken 3 times.

Save Bonus: +1 stance bonus to a saving throw.Skill Bonus: +2 stance bonus to a skill. Must be

appropriate to the character's fighting style i.e. Sleight of Handwould probably not be appropriate for a Thai Kickboxer.

Unarmed StrikesAll martial arts classes improve in unarmed, different classesimprove at different rates. Every level a martial arts heroreceives the ability Unarmed Damage +1 Step, their unarmeddamage goes up by a level. This does not effect naturalweapons. Also, an unarmed attack still provokes an attack ofopportunity unless the hero has an appropriate feat. However,these damage improvements are cumulative with any unarmedfeat that provides

Base damage for a medium unarmed humanoid is 1d3non-lethal damage. That goes up to 1d4 lethal or non-lethalwith the Combat Martial Arts Feat, and 1d6 non-lethal withthe Brawl feat.

Table 2-8: Damage by sizeT S M L H1 1d2 1d3 1d4 1d61d2 1d3 1d4 1d6 1d81d3 1d4 1d6 1d8 2d61d4 1d6 1d8 2d6 3d61d6 1d8 1d10 2d8 3d81d8 1d10 2d6 3d6 4d8

A 3rd level MA Fast hero has +1 step. Thischaracter has the Combat Martial Arts Feat.Damage progression is 1d4 -> 1d6. Unarmed strikesdo 1d6 lethal or non-lethal damage. This characterdoes not provoke an attack of opportunity whenfighting unarmed.

A 2nd level MA Strong/3rd level MA Smart herohas +2 steps. This character has the Brawl feat.Damage progression is 1d6 -> 1d8 ->1d10.Unarmed strikes do 1d10 non-lethal damage.However, they still provoke an attack of opportunity.

STARTING OCCUPATIONSThis section is only for defining what current occupations areavailable to mutant animals and adding a few new ones forthem. Below are a couple quick sample settings involving thenew mutant animal race.

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Low-profile gameMutant animals are not known to the public. General responsewould be fear and distrust, with a few rare exceptions.Animals likely to be accidental and raised on their own, or topsecret lab experiments. The few people that do befriendanimals will need to keep them shielded from publicity. Mostcommon occupations will be unavailable to mutant animals.

Optional setting rule: Add Disguise as an available skill toany occupation a mutant animal takes.

Available Occupations:AthleteCreativeCriminalEmergency ServicesLab AnimalMartial Arts StudentMilitaryRuralStreet UrchinStudentWild Animal

Animals as ToolsMutant animals are known to the public, and used in jobswhere human lives are seen as too much at risk or mutantanimals provide a cheaper resource. There are few/no rightsfor mutant animals beyond what pets have now. Dependingon play-style, perhaps even worse. There are animal-rightsactivists who will try to protect mutant animal rights, allowinga few more occupations for animals.Available Occupations:

AthleteBlue CollarCreativeCriminalEmergency ServicesLab AnimalLaw EnforcementMartial Arts StudentMilitaryReligiousRuralStreet UrchinStudent

New OccupationsThese will likely be available to mutant animals no matterwhat the environment, a possible exception being ananthropomorphic universe, where everyone is an mutantanimal.

Lab AnimalRaised from birth as a lab experiment, a Lab Animal has noreal exposure to the outside world and a very poor experiencewith humans.

Prerequisite: Mutant AnimalSkills: Choose two of the following skills as permanent

class skills. If the skill you select is already a class skill, youreceive a +1 competence bonus on checks using that skill.

Disguise, Escape Artist, Hide, Knowledge (Earth and lifesciences, Physical Sciences, or Technology), Listen, MoveSilently, Spot

Bonus Feat: Select either Improved Damage Thresholdor Toughness.

Wealth Bonus Increase: +0

Martial Arts StudentThe Martial Arts Student has been trained in the martial artssince he/she was first able to walk. The Martial Arts Studenthas a Sensei who continues to teach, and has likely lived asheltered lifestyle.

Prerequisite: Age 15+Skills: Choose two of the following skills as permanent

class skills. If the skill you select is already a class skill, youreceive a +1 competence bonus on checks using that skill.

Climb, Hide, Jump, Move Silently, TumbleBonus Feat: Select Brawl, Combat Martial Arts or

Defensive Martial Arts.Wealth Bonus Increase: +1

Street UrchinA Street Urchin has been forced to live as best he/she can inthe city. Without home, family or connections, the StreetUrchin lives by scavenging in trash cans, begging, anything tomake it to the next day.

Prerequisite: Age 10+Skills: Choose three of the following skills as permanent

class skills. If the skill you select is already a class skill, youreceive a +1 competence bonus on checks using that skill.

Bluff, Disguise, Escape Artist, Gather Information, Hide,Knowledge (Popular Culture or Streetwise), Search, SenseMotive, Sleight of Hand, Spot, Survival

Wealth Bonus Increase: +0

Wild AnimalWhether mutated by an industrial accident or simply a naturalmutation, the Wild Animal has lived its entire life in the wild.It has very limited knowledge of the human world.

Prerequisite: Mutant AnimalSkills: Choose four of the following skills as permanent

class skills. If the skill you select is already a class skill, youreceive a +1 competence bonus on checks using that skill.

Climb, Hide, Intimidate, Jump, Listen, Move Silently,Navigate, Spot, Survival, Swim

Bonus Feat: Select either Alertness or Tracking.Disadvantage: Does not read/write automatically,

read/write is never a class skill.Wealth: 0 (do not roll)

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Optional Rule: Team trainingIf a group of characters have been raised together, training

in the same Dojo, worked on in the same lab, etc., they couldhave worked together closely for years and will get benefitsfor that experience. This benefit can only be applied atcharacter creation.The characters need to meet the following criteria:

Same race (including same animal type and MP selection)Same occupationSame approximate ageSame background for the last few years

The last two are of course a GM judgement call. Possibleexamples: mutant animals in hiding raised by a ninjitsumaster, cop partners who've worked together for years, asentai team.Benefits: For every character on the team (minimum 2),everyone can apply +2 to a skill. Everyone must apply the +2to the same skill. Alternately, they can drop 2 +2 skillmodifiers and gain a feat. Again, everyone gains the samefeat, and they must meet the prerequisites.Example: 3 players decide their high school characters havebeen training at the same dojo since elementary school. It's akickboxing dojo with a very physical training regime. Theplayers want Power Attack, but they do not all have 13+strength, so they instead choose +2 to balance, climb and jumpchecks.

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CHAPTER 3: FEATSThe table below details feats that are not allowed if you havecertain animal characteristics. Anything with an NA next to itis not available.

Table 3-1: Feat RestrictionsHands Bipedal

Feat None Partial None PartialAcrobaticAircraft Operation NA NAAlertnessAnimal AffinityArchaic Weapon Prof NAArmor (light) Armor (medium) Armor (heavy)AthleticAttentiveBlind-FightBrawl NA Improved Brawl NA Knockout Punch NA Improved KO Punch NA Streetfighting NA Improved Feint NA NABuilderCautiousCombat Expertise Improved Disarm Improved Trip Whirlwind AttackCombat Martial Arts NA NA Imp Combat MA NA NA Adv Combat MA NA NACombat ReflexesConfidentCreativeDeceptiveDefensive MA Combat Throw NA NA Imp Combat Throw NA NA Elusive Target Unbalance OpponentDodge Agile Riposte Mobility Spring AttackDrive-By Attack NA NA NAEducatedEnduranceExotic Melee Weapon NAFar Shot NA NA Dead Aim NA NAFocusedFrightful PresenceGearheadGreat FortitudeGuideHeroic Surge

Hands BipedalFeat None Partial None PartialImp Damage ThresholdImproved InitiativeIron WillLightning ReflexesLow ProfileMedical ExpertMeticulousNimblePersonal FA NA Advanced Firearms NA Burst Fire NA NA Exotic Firearms NA Strafe NA NAPoint Blank Shot NA Double Tap NA NA Precise Shot NA NA Shot on the Run NA Skip Shot NA NAPower Attack Cleave Great Cleve Imp Bull Rush SunderQuick Draw NA NAQuick Reload NA NARenownRunSimple Weapon ProfStealthyStudiousSurface Vehicle Op NA NASurgeryToughnessTrackTrustworthyTwo-Weapon Fighting NA Imp Two-Weapon NA Adv Two-Weapon NAVehicle Expert NA NA Force Stop NA NA NA Vehicle Dodge NA NA NAWeapon Finesse * *Weapon FocusWindfall

* Weapon Finesse could only apply to natural weapons for amutant animal with partial or none for hands.

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New FeatsIncluded below is a list of new feats. You will notice theinclude a bracketed qualifier after them, for instance[General]. These are not used in d20 Modern. This is for tworeasons.1) If a GM wants to convert these feats to D&D, the identifieris already there.2) Something was needed to differentiate Martial feats.What are Martial feats?Martial feats apply when someone is in a stance. Therefore,all Martial feats come with the prerequisite: any stance.Unless they specifically say so, they are not limited to a singlestance, so if someone can switch stances, they can use amartial feat in any stance.

Archaic Weapons – (name) [General]This should be a heavily GM supervised feat, as it couldpotentially be abused. See Blood and Fists for sample setssuch as Japanese or Indian.

Benefit: You are proficient in a set of archaic weaponsfrom a specific cultural background. Number of weapons willgenerally range from 4-8, GM approval required.

Feral [General]The mutant animal is closer to its animal roots than most.

Prerequisites: Mutant animal, 1st level character.Benefit: +1 MP during character generation.

Ground Fighting [Martial]Descriptive text

Benefit: You suffer no attack or defense penalties whileprone. You still cannot use bows or thrown weapons.

Normal: You are –4 to attacks and –4 to defense againstmelee attacks while prone.

Improved Charge [General]Descriptive Text

Benefit: You receive an additional +1 to attack and +2 todamage for a charge. You still receive the usual –2 to defense.

Normal: You receive +2 to attack and –2 to defense for acharge.

Improvised Weapons [General]Descriptive text

Prerequisite: Brawl.Benefit: You may use improvised weapons w/o a penalty

to hit.Normal: You have a –4 penalty to hit with improvised

weapons.

Kip-Up [General]Descriptive Text

Prerequisite: Dex 13+Benefit: You can stand up as a free action. You do not

provoke an attack of opportunity.Normal: It takes a move-equivalent action to stand and it

provokes an attack of opportunity.

Living Weapon [General]Descriptive text.

Prerequisite: Combat Martial Arts

Benefit: You can make unarmed attacks even if theirhands are full. Elbows, knees, feet, head are all validweapons. Also, no unarmed attack counts as an off-handattack. Finally, your unarmed attacks now do 1d6 damage.

Maneuver: Close Quarters Fighting [Martial]Descriptive text.

Prerequisite: Con 13+, base attack bonus +2.Benefit: Prevents both the attacker and the target from

fighting defensively or using expertise.Limitation: Only one maneuver can be used per attack.

ie, cannot use Close Quarters Fighting and Flurry of Blowstogether.

Maneuver: Flurry of Blows [Martial]Descriptive text.

Prerequisite: Dex 13+, Base attack bonus +1.Benefit: You do one extra attack per round at the highest

bonus. All attacks receive a –2 penalty. This maneuver canonly be used as part of a full round attack action.

Limitation: Only one maneuver can be used per attack.ie, cannot use Close Quarters Fighting and Flurry of Blowstogether.

Second Stance [Martial]Descriptive text.

Prerequisite: Any stance at level 5+Benefit: You have a second stance. Any time you

receive Stance +1 as a class benefit, you can apply it to eitherstance. ex. At level 10 a character with this feat could beWater level 7, Wood level 3.

Limitation: You can only fight in a single stance at atime, which can be changed at the beginning of your turn as afree action.

Special: You can take this feat multiple times. Each timeyou take the feat, you must select a different stance.

Stance Focus [Martial]Descriptive Text

Benefit: As Weapon Focus, but for attacks from aspecific stance. Bonus does not stack with Weapon Focus.

Stance Specialization [Martial]Descriptive Text

Prerequisite: any stance, Stance Focus, base attackbonus +4.

Benefit: As Weapon Specialization, but for attacks froma specific stance. Bonus does not stack with WeaponSpecialization.

Study Stance [Martial]Descriptive text

Prerequisite: Knowledge (history) 2 ranks, knowledge(tactics) 2 ranks.

Benefit: You gain a +2 to hit, damage or defense againstthe selected stance. You may change the bonus as a freeaction at the beginning of your turn. This bonus does stackwith weapon/stance focus or specialization.

Special: You can gain this feat multiple times. Eachtime you take the feat, you must select a different stance.

Understand Stance [Martial]Descriptive text

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Prerequisite: any stance, base attack bonus +1Benefit: With the selected stance, you may choose either

your Dexterity modifier or Wisdom modifier instead of yourStrength modifier to apply to attack rolls. You must chooseDexterity or Wisdom at character generation, you cannotchange it later.

Special: You can gain this feat multiple times. Eachtime you take the feat, you must select a different stance.

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OPEN GAME LICENSEOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast,Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, AndyCollins, David Noonan, Rich Redman, Bruce R. Cordell, based on originalmaterial by E. Gary Gygax and Dave Arneson.Modern System Reference Document Copyright 2002, Wizards of the Coast,Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, basedon material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.Swords of Our Fathers Copyright 2003, The Game Mechanics.Mutants & Masterminds RPG Copyright 2002, Green Ronin Publishing;Author Steve Kenson.Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins,Jesse Decker, David Noonan, Rich Redman.

Open Gaming ContentDesignation of Product Identity: The following terms are designated asproduct identity as outlined in section 1(a) of the OGL.

Designation of Open Gaming Content: All sections of Mutant AnimalMayhem are designated as open gaming content except for those definedbelow.

Any text in italics with lines above and below is closed content.sample text