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Created
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A thousand years have passed since Ganon was defeated by the Princess and her knight.

A...
character sheet
Name: Link
Appearance:
9eefb2958afac7556b13ad921176aa6f--requiem-zelda-anime.jpg

Class: lvl 1 fast hero
Proficiency bonus: +2

Max Hit points: 10
Current hit points: 10
AC: 15

Characteristics and skills (bolded characteristics are proficient in saving throws, proficient skills are also bolded):
Str 13 (+1)
Athletics

Dex 16 (+3)
Acrobatics
Sleight of Hand
Stealth

Con 15 (+2)

Int 13 (+1)
Arcana
History
Investigation
Nature
Religion

Wis 13 (+1)
Animal Handling
Insight
Medicine
Perception
Survival

Cha 12 (+1)
Deception
Intimidation
Performance
Persuasion

Armor proficiencies: Light
Weapon proficiencies: simple, personal firearms.
Vehicle proficiencies: civilian vehicles.
Language proficiencies: Hylian, ???

Class features:
Fast Movement: Your base movement speed increases by 10 feet.
Other features:
???

Equipment:
Patrol car
Service pistol with holster and 2 spare clips
Shotgun (in trunk)
Police badge
Police uniform
Pull-up pouch vest (ac-13+dex)
cell phone
 
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special rules
Please note that any values given in tables are subject to change
  • From the D20 modern 5e.
    Wealth Score

    To determine your starting wealth score, roll 2d4 and add the wealth bonus for your background. Over the course of play, your wealth will decrease as you purchase expensive items and increase as you earn rewards. Your wealth can never fall below 0, and there is no limit to how high your wealth can climb.
    Since wealth is an abstract concept, it's sometimes difficult to determine how financially well off you are. To get a general sense of how financially solvent you are at any given time, check the table below.


    Wealth

    Financial Condition
     
    Impoverished or in debt

    1 to 4

    Struggling

    5 to 10

    Middle class

    11 to 15

    Affluent

    16 to 20

    Wealthy

    21 to 30

    Rich

    31 or higher

    Very rich
    Purchasing Equipment and Services
    Wealth is used to determine what you can afford and what gear you might reasonably have access to. Every object and service has a value rating. While common objects are readily available, buying less common objects generally takes a number of hours equal to the value of the object or service, reflecting the time needed to locate the wanted materials and close the deal.
    Any time you purchase an object or service with a value higher than your current wealth, your wealth goes down. How much your wealth is reduced depends on how expensive the object is. Compare the value of the item to your current wealth score and consult the table below to see how much your wealth will decrease if you choose to purchase the item.
    Along with this loss, any time you buy an object or service with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30), you reduce your current Wealth bonus by an additional 1 point.


    Object or Service Value

    Wealth Decrease

    ½ your Wealth or higher (minimum 15)

    +1 point1

    1–10 points higher than current Wealth

    1 point

    11–15 points higher than current Wealth

    1d6 points

    16–20 points higher than current Wealth

    2d6 points

    1 This stacks with the loss from a Value above the character's current Wealth score.
    Your wealth only goes down if you choose to buy the object or service after the cost has been determined. If you choose not to buy the object or service, you can try again, but not until you have spent a number of hours equal to the value of the object or service representing the time spent trying to find a better price or circumstance.
    Note that you cannot purchase an item that has a value that is 20 points higher than your current wealth, nor can you successfully make a purchase that would reduce your wealth lower than 0. If your wealth is 0, you don't have the buying power to purchase any object or service that has a value of 10 or higher. Also, it always takes a number of hours equal to the value of the object or service.

    Gaining Wealth

    There are a number of ways to increase your wealth score. Adventuring may result in finding valuable items. Such items can be sold to gain a wealth increase.To sell something, you first need to determine its value. Assuming the object is undamaged and in working condition, the sale value is equal to the object's base value (as if purchased new) minus 3. Selling an object can provide an increase to your wealth. The increase is the same amount as the wealth loss you would experience if you purchased an object with a purchase DC equal to the sale value. If you sell an item with a value of at least 21 higher than your current wealth, add an additional 1d6 wealth per 10 points above 20.
    Regardless of your current wealth, you gain a wealth increase of 1 whenever you sell an object with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30). If you sell an object with a sale value less than or equal to your current Wealth bonus, and that sale value is 14 or lower, you gain nothing.
    You cannot legally sell restricted objects unless you are licensed to own them. You also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that you have contacts in the black market, and reduces the sale value by an additional 3. Selling takes a number of hours equal to the normal value of the item.
    If you are given a job by a patron, that patron might choose to pay you directly with cash. If so, the reward will be given a value, and your wealth score increases as if you had sold an object of that value.
    If you are employed, you can also work your job to increase your wealth score between adventures. Keep track of how many hours you work. When you have worked a number of hours equal to 10 times your current wealth score, increase your wealth score by 1. When this happens, your number of hours worked resets to 0.

    On-Hand Objects

    To account for the mundane and innocuous objects that most people have among their possessions—and not force you to specifically purchase such objects in order to employ them—use the following rules.
    With the GM's permission, you can roll a d20 and add your current wealth score to see if you have a mundane object on hand, as long as the object has a value of 10 or lower. The DC for this check is equal to 10 + the object's value.
    You can't make this check to see if you have a mundane object on hand during character generation or between adventures—only during play. If you succeed, your wealth score is unaffected, even if the object's value is higher than your wealth score.
    Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, you must be in a place where the object logically would be.

  • Reputation Score
    To determine your starting reputation score, roll 2d4 and add your charisma modifier. Over the course of play, your reputation will increase as you gather more notoriety and decrease as you leverage it for various advantages. Your reputation can never fall below 0, and there is no limit to how high your reputation can climb.

    Leveraging Your Reputation
    Reputation is used to measure your social capital and the influence that you can exert. Similarly to objects and services, favors and requisitions have a value rating. Any time you leverage your reputation to gain a favor or requisition equipment with a value higher than your current reputation, your reputation goes down. How much your reputation is reduced depends on how valuable the favor or equipment is. Compare the value of the favor or item to your current reputation score and consult the table below to see how much your reputation will decrease if you choose to go through with the request.


    Favor or Requisition Value

    Reputation Decrease

    15 or higher

    +1 point1

    1–10 points higher than current Reputation

    1 point

    11–15 points higher than current Reputation

    1d6 points

    16–20 points higher than current Reputation

    2d6 points

    1 This stacks with the loss from a Value above the character's current Reputation score.
    You cannot request a favor or requisition that is more than 20 points higher than your current reputation. If your reputation drops to 0, you have exhausted your social capital and cannot request favors or requisition equipment until you have regained some of your reputation.

    Building Reputation
    There are a number of ways to build your reputation. You can spend your downtime rubbing elbows with the elite in your circles. Keep track of the hours you spend networking. When you have accumulated a number of hours equal to your current reputation score, your reputation score increases by 1, and you reset your accumulated hours to 0.
    As you grow in skill and ability, your reputation also increases. Whenever you gain a level, roll 1d4 and add your Charisma modifier. Increase your reputation by the amount rolled.
    You may also gain reputation increases as rewards for completing missions, objectives, or goals. Guidelines for appropriate rewards are given below.


    Importance of Objective

    Reputation Increase

    Minor

    +1

    Major

    +2

    Critical

    +4
    Calling in Favors
    Favors make the world go 'round, and you'll probably want to call in your fair share of them. Favors have a value rating commensurate with the risk they carry for the one granting the favor, and following the rules for leveraging your reputation presented above. Remember, though, that no matter how much social capital you've gathered, the person you ask a favor from can always say no to a particularly dangerous or suicidal request.


    Apparent Risk

    Value

    None

    10

    Slight (minor social consequences)

    15

    Moderate (retribution or minor legal problems)

    20

    Extreme (severe retribution or major legal problems)

    30

    Deadly (threats or attacks on their person or their friends and family)

    50
    Requisitioning Equipment
    Those with connections to powerful organizations can often leverage equipment and services that they would otherwise be unable to acquire using personal wealth. The organization evaluates whether you really need the object, how soon they can supply it, and whether they can reasonably expect to get it back when you are done with it.
    Requisitioning an item works just like purchasing the item, except you use your reputation in place of your wealth. Compare your reputation to the value of the item you are requisitioning, and lower your reputation as if you had just purchased the item.. The organization has final say over whether they can supply the object requested, and if they can do so, will provide the item within a number of hours equal to the item's value.

    Social Maneuvering
    Sometimes your reputation can save you when your charms fail you. When you fail a Charisma ability check using Deception, Intimidation, Performance, or Persuasion, you can leverage your reputation to succeed at the ability check instead. Compare your reputation score to a value equal to the DC of the ability check you just failed, and lower your reputation as described above. The Game Master has final say over whether you can use this option in any given situation. For instance, if you are using Deception to try to convince a target that you are someone you're not, it would be inappropriate to leverage your reputation to succeed.

  • Ammunition. The ammunition of a firearm is destroyed upon use.
    Automatic. Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. When you take the Attack action with this weapon, you can choose to take a -4 penalty on the attack roll. If the attack is successful, you may roll the weapon's damage dice a second time and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses five pieces of ammunition. Automatic weapons can also be fired in semiautomatic mode. This feature cannot be used with any ability that grants you multiple attacks.
    Bipod. To use this weapon properly, you must spend an action deploying a bipod in order to steady the weapon. Attempts to use the weapon without the bipod deployed impose disadvantage.
    Burst. A weapon with the burst property targets a point of origin rather than a specific creature, and then all creatures within the listed radius must make a Dexterity saving throw. On a successful save, the creature takes half damage, or full damage if it fails.
    Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Magazines come in four basic types: box, cylinder, internal, and linked.
    Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
    Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can't be removed, and they must be reloaded by hand.
    Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
    Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
    Semiautomatic. Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. When you take the Attack action with this weapon, you can choose to take a -2 penalty on the attack roll. If the attack is successful, you may roll half of the weapon's damage dice and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses two pieces of ammunition. This feature cannot be used with any ability that grants you multiple attacks.
    Spread. When fired at normal range, roll an additional damage die and add it to the weapon's damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
    Stationary. A stationary weapon has to be set up before it can be fired. Setting up a stationary weapon requires an action.
    Special. Some weapons have effects that are specific to them. These will be noted in the descriptions of the weapons when they become available.

  • Computers
    The modern computer is a fixture of both culture and technology. It is ubiquitous in the modern world. It performs any number of services for us, such as running a complex network of traffic lights, routing communications through orbital satellites, or ringing up your purchase at a department store.
    A computer is also a common medium for storing information. In the modern world, nearly any piece of information can be obtained by accessing the internet through a computer terminal. Even information that is steadfastly guarded can be accessed with the proper knowledge and understanding of a computer's systems and defenses.

    Using Computers
    Simply digging up information on the internet that is public record or easily accessible requires an Intelligence (Investigation) check with a DC set by your GM based on the type of information you seek. On the other hand, when you seek to change a computer's programming or gain access to a restricted network, you must make a computer use check. This is an Intelligence check to which you may add your proficiency bonus if you are proficient with computers.

    Unauthorized Access
    When you attempt to gain unauthorized access to a computer or network, the visit is called a session. Once you stop accessing the site, the session is over. Whenever you attempt to gain access again, it is a new session. Before you can begin, however, you must gain access to the site you wish to access, either physically or remotely.

    Remote Access
    Gaining access remotely to a closed network requires exploiting vulnerabilities and weaknesses, not just of the network itself, but of its users as well. This usually involves a Charisma (Deception) check to compose communication that will trick one of the network's users into inadvertently granting you access. If the target fails its opposed Wisdom (Insight) check against you, you can immediately attempt a computer use check (DC 15) to gain access to the network.

  • Sustaining an Injury
    Damage as the potential to cause long-term injuries. A creature sustains a lingering injury under the following circumstances:
    • A critical hit deals damage to the creature in excess of its Constitution score
    • The creature is reduced to 0 hit points but isn't killed outright

    When a creature sustains an injury, roll on the following table. Unless otherwise noted, you can only suffer each injury once. If you roll that result again, you do not sustain an injury.


    Table: Injuries

    d20

    Injury

    1

    Eye

    2

    Arm or hand

    3

    Foot or leg

    4

    Limp

    5-7

    Internal injury

    8-10

    Broken ribs

    11-13

    Horrible scar

    14-16

    Festering wound

    17-20

    Minor scar
    Effects of Injury
    Each injury has the following effects.

    Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you sustain this injury twice, you're blinded.
    Treatment: Surgery (DC 17) is required to repair one eye.

    Arm or hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. If you sustain this injury twice, you cannot hold anything.
    Treatment: Surgery (DC 15) is required to repair one arm or hand.

    Foot or leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If you sustain this injury twice, you fall prone and your only movement option is to crawl.
    Treatment: Surgery (DC 13) is required to repair one foot or leg.

    Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
    Treatment: One dose of moderate medicine taken during a short rest allows you to ignore the limp until the end of your next long rest. When used this way, the dose of medicine does not restore hit points. Surgery (DC 12) is required to repair the limp completely.

    Internal injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
    Treatment: Surgery (DC 14) is required to repair the internal injuries.

    Broken ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
    Treatment: A successful Wisdom (Medicine) check (DC 12) sets the injured ribs. The wound disappears at the end of your next long rest.

    Horrible scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
    Treatment: Surgery (DC 16) is required to repair the scar.

    Festering wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. You can suffer this wound multiple times. The effect is cumulative.
    Treatment: A dose of moderate medicine followed by a long rest repairs this injury.

    Minor scar. The scar doesn't have any adverse effect.
    Treatment: Treatment is not necessary.

    Surgery
    Surgery can be used to repair injuries. Performing surgery is a Dexterity check which requires a surgical kit. If you are proficient with a surgical kit but not Medicine, you add only half your proficiency bonus to this check. Surgery also requires one dose of moderate medicine to anesthetize the creature and prevent infection. When used this way, the medicine does not restore hit points. Surgery without the benefit of medicine imposes disadvantage, and the creature must make a Constitution save (DC 15) or gain a festering wound injury.
    A failed surgery does not remove the injury, and surgery cannot be attempted again until the creature has had a long rest. Surgery requires 4 hours.
 
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