C H A R A C T E R     G E N E R A T I O N

Character generation occurs in the following steps
1> Roll Attributes – Detailed above
2> Choose Starting Templates – These are what the character did before choosing a career
3> Choose Advantages & Disadvantages – If any. This step can occur any time during character generation.
4> Choose Starting Class / Prestige Class - - This is what the character does for a living now. Prestige classes are unique and specialized
5> Spend remaining Experience (Cybernetics and Equipment)
6> Pick a career

S T A R T I N G     T E M P L A T E S

How one is raised and the life they lead as well as how they were born altars the paths they choose forever. Like the racial templates, these are the basics of a person before they decide what they want to be in life.

All templates are human. Like all D20 systems, humans gains two feats at level 1. Because D20 Modern has starting occupations, these have been included as part of Early Life. A PC chooses one of the early templates that follow. Some detail something occurring at birth. Some detail one’s upbringing. Also included is the character’s minimum age the character reaches before he can choose her first class.

The template also receives an XP bonus or penalty when taking the template. One can merge idea and have a background that encompasses several templates, but they cannot mix the bonuses. They only get the bonuses or penalties for one.

<D20 and GITS templates follow>

A C A D E M I C (d20)
You love books and lived out of a library. You lived in school for most of your life.
Prerequisite: Age 20+.
Abilities: +1 to Int, -1 to Wis and Cha
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Computer Use, Craft (writing), Decipher Script, Gather Information, HackCraft, Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
Experience Increase: +400.

A D V E N T U R E R (d20)
You can be into big-game hunting, relic hunting, extreme sports, and thrill-seeking. You may also have a zest to explore.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.
Experience Increase: +100.

A T H L E T E (d20)
Athletes include amateurs of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport. You were skilled at youth in one of these fields. It is assumed you had a family, which supported this.
Abilities: +1 to Str or Con, -1 to Wis
Skills: Choose three of the following skills as permanent class skills and receive a +1 competence bonus on checks using those skills. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
Experience Increase: +100.

C E L E B R I T Y (d20)
You were famous young or you were born into a famous name.
Abilities: +2 to Cha, -1 to Int
Prerequisite: Age 15+.
Skills: Choose one of the following skills as permanent class skills and gain a +1 competence bonus on checks using that skill: Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).
Reputation Bonus Increase: +1.
Experience Increase: +400.

C O R P O R A T E (Gits)
Corporate details ones life being raised in a family with close ties to a major corporation. The character should choose which ties to have.
Prerequisite: Age 20+.
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Computer Use, Decipher Script, Gather Information, HackCraft, Knowledge (business, civics, current events, history, technology), Research, or add a new Read/Write Language or a new Speak Language.
+4 competency to mental-based skill rolls dealing with the corporation of choosing (eg: Gather information)
Experience Increase: +300.

C R E A T I V E (d20)
The creative ones are usually quiet. They aspire to be illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, or web designers.
Abilities: +1 to Int, -1 to Wis
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Bluff, Computer Use, Craft (visual art or writing), Disguise, Forgery, Knowledge (art), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Spot.
Experience Increase: +400.

C R I M I N A L (d20)
Either you family started this way or you just fell into the wrong side of the law. Were you caught?
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silent­ly, Sleight of Hand.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Experience Increase: +300.

C . C . S . S . R E C O V E R A N T (Gits)
For the past several years, this poor soul underwent hundreds of hours of therapy to combat the disorder of Cyberbrain Closed-Shell Syndrome. Now, they can finally re-enter society.
Prerequisite: Age 15+, Int 14+
Skills: The following skills are permanent class skills and gain a +1 competence bonus on checks using those skills: Computer Use, Decipher Script, Gather Information, Knowledge (technology).
Attributes: +2 to Int, -4 to Cha OR +4 o Int, -6 to Cha (Min 3). If the –6 drops below the min 3, you cannot take the +4.
Special: Move down one row on the Hack Action table (Eg Int 14 now becomes Int 16 for the purposes of the number of Hack actions available). This is a permanent increase. Increasing one’s Int later keeps the Hack Action row one lower.
Cyber: Cyberbrain included or 500 xp towards an upgraded Cyberbrain.
Bonus Feat: Choose one of the following: Hacking Aptitude, Hack Focus, Speed Reprogram, Hack Mastery, Hack Penetration
Experience Decrease: -1000.

D O C T O R (d20)
You always wanted to help people and strove for that from an early age.
Prerequisite: Age 25+.
Abilities: +1 to INT
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Craft (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, and Treat Injury.
Experience Increase: +0.

D R I F T E R (d20)
Drifters are aimless wanderers and worldwide jacks-of-all-trades who move between cities, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using that skill: Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).
Experience Increase: +500

E M E R G E N C Y S E R V I C E S (d20)
You just love those red trucks. You always wanted to help people. You either wanted to become a fire fighter or another in a similar field
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Balance, Climb, Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury, Swim.
Experience Increase: +400.

G L A D I A T O R (d20)
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones bred in secret labs to fight from birth, and low-ranking members of a society’s warrior caste.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as a permanent class skill and gain a +1 competence bonus on checks using that skill. Balance (Dex), Intimidate (Cha), Knowledge (streetwise) (Int), Tumble (Dex).
Bonus Feat: Select either Brawl or Combat Martial Arts.
Experience Increase: +500

I N V E S T I G A T I V E (d20)
Naturally intuitive, you are interested in reporting, photo, journalism, private investigating, police investigation, criminology, criminal profiling, or espionage
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills:  Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Experience Increase: +200.

L A W     E N F O R C E M E N T (d20)
You were either born into a family of law enforcement (Daddy was a cop) or you planned on this path from an early age.
Abilities: +1 to Str, -1 to Cha
Prerequisite: Age 20+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills:
Diplomacy, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Listen.
Bonus Feat: Select one of the following: Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Experience Increase: +0

M I L T A R Y (d20)
Military covers any of the branches of the JSDF.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Cyber: 1000 XP discount towards the purchase of cybernetics. (Must still purchase a cyberbrain extra)
Experience Decrease: -100.

N E U R O C H I P (Gits)
You were never human. You brain is a complicated neural network built from the Kenbishi Heavy Industries Lab. For reasons unknown, you have developed the bare basics of a ghost. You personality is basic but pure. It is unlikely you are in a humanoid body.
NOTE: The GM MUST exercise extreme caution and should only allows this class if the Player is aware of what is being asked.
Prerequisite: N/A
Cyber: You exist in a robotic body. You have a –10 to all Cha based skills. The body chosen depends on the XP modifier chosen (see below). They automatically get a Cyberbrain or 500 xp towards an upgraded Cyberbrain.
Abilities: -6 to Charisma (min 3), -2 to Wis, +4 to Int. Whatever body they have gains a +2 to Dex.
Feats: Neurochips do not gain the +1 feat at 1 st level. They only get the one, not two.
Experience Decrease:
Humanoid (non Military): 0
Combat (C/B/A): -1000/-1500/-2000
Tachikoma / Fuchikoma: -3000

P O O R     S O U L (Gits)
During a crisis, your body was so damaged, it was placed into a non-human body and it, unfortunately, fused to it. You have been stuck there ever since. You cannot leave it unless risking massive cerebral damage (like most trying to totally abandon their organic brain).
Prerequisite: Age 20+.
Cyber: You are given a non-human cyborg body. You have a –10 to all Cha based skills. The body chosen depends on the XP modifier chosen (see below). They automatically get a Cyberbrain or 500 xp towards an upgraded Cyberbrain.
Abilities: -4 to Charisma (min 3)
Experience Decrease:
Jameston type: +3000 xp
Basic Doll: +1500
Military non-human Droid: -500
Tachikoma / Fuchikoma: -4000 xp

P R O S T H E T I C     E M E R G E N C Y (Gits)
An accident occurred early in life and the result was a long process of rehabilitation. Getting a cyberbody early meant hundreds of hours of adapting to the full body prosthesis.
Prerequisite: Age 15+.
Cyber: A free base model prosthetic body (Dex, Cont, Str = 10) OR a 1000 XP discount towards the purchase of an upgraded cyborg body. Cyberbrain included or 500 xp towards an upgraded Cyberbrain.
Abilities: -1 to Charisma
Experience Increase: +300.

R E L I G E O S (d20)
You either found god early or late in life or have been one of faith ever since.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Decipher Script, Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy), Listen, and Sense Motive.
Experience Increase: +500.

W A R     R E F U G E E (Gits)
Children are too young so those leaving the camps gained visas or citizen ship. This template deals with those able to work freely outside the camp…but always remember where they came from and why.
Prerequisite: Age 28+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silent­ly, Sleight of Hand.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Cyber: -500 XP discount towards the purchase of cybernetics (Must still purchase a cyberbrain).
Experience Increase: +0.
Reputation Decrease: -2

R U R A L (d20)
You were raised on a farm or in an otherwise rural community
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Balance, Climb, Drive, Handle Animal, Repair, Ride, Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Experience Increase: +200.

S C A V E N G E R (d20)
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).
Experience Increase: +300

T E C H N I C I A N (d20)
Scientists and engineers of all types fit within the scope of this starting occupation. You have been fiddling with gadgets and never stopped. You probably love computers and planned to get a cyberbrain when they were first introduced.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills and gain a +1 competence bonus on checks using those skills: Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, and Research.
Experience Increase: +500.

T R A N S P O R T E R (d20)
Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Craft (mechanical) (Int), Drive (Dex), Knowledge (current events, popular culture, or streetwise) (Int), Navigate (Int), Pilot (Dex), Repair (Int).
Bonus Feat: Vehicle Expert.
Experience Increase: +300.