NOW D20
This system is designed around the idea that the time is now, the world is our own, and many things have been concealed from the public eye.  Among the things that we are unaware of are supernatural beings, supernatural practices, alien technologies, secret government technologies, covert organizations, mutants and more.  The core theme is sort of like a cross between Tales From the Crypt and Men In Black with the X-Files feel.  A typical adventure in this campaign could consist of an entirely mundane set of encounters like bar brawls and car chases to the most extreme sort of bizarre encounters like having to go toe to toe with your CIA nemesis who’s also covertly a cybernetically enhanced alien zombie.  The possibilities are endless and the characters could be created to be a normal modern professional to something exotic like a person from a different time, place, or culture who has managed through whatever spaceship, dimensional rift, or unknown reason to make it to our fine 21st century USA.  With all that said, let’s begin with the rules variations to the main text.
CHARACTERS:
CLASSES:  
Soldier – army, marines, swat team member, militia member, etc…  modern day fighter
Tough – men of lesser education, lower economic status, but greater fortitude…  modern day barbarian.
Tracker - bounty hunter, vampire hunter, surveillance detective, etc…  modern day ranger.
Vigilante - lone wolf righteous warrior…  modern day paladin.
Specialist – ninja, CIA assassin, spy, expert con man, professional thief…  modern day rogue.
Star – actor, actress, rock star, street mime, etc…  modern day bard.
Psychic – gypsy, medium, mind reader, spoon bender, etc…  modern day sorcerer
Mad Scientist – well, basically he’s a modern day wizard who uses chemicals and gadgets.
Arcanist – a modified version of the wizard to suit the modern day… witchcraft, voodoo, etc…
Blood Mage – a modified version of the sorcerer to suit the modern day…  born of power.
Naturalist – modern version of the druid.
Worshiper – worshiper of anything imaginable, protector and administer to his cause, modern day Cleric.
Martial Artist – a modern version of the monk. 
Professional – modern version of the DMG expert.
Richy – modern version of the Aristocrat.
Normy – modern version of the commoner.
Thug – modern version of the DMG warrior.
Bestranged – a modern version of the Adept.
PRESTIGE CLASSES:
Hitman – specialized in killing for money, these guys do it with guns and knives, modern assassin
Nemesis – the opposite of a Vigilante, the supreme evildoer… the modern Black Guard.
Other-Milieu(class name) – this is any basic class that you would like to have from another Milieu.
***Any already existent or requested Prestige classes will be modified or created at player request by the DM.  There will usually be only a few changes , the ones that are listed are listed because there are some big differences in what the class can do.  Other prestige classes are available with DM adjustment always.
RACES:
Human – modern humans are no different from the PHB except they begin with only one language.
Evolo – some humans have evolved into slightly superior beings.
Mutant -  A few animals have started to evolve human qualities, (i.e.  The Teenage Mutant Ninja Turtles)
Alien – character from a different planet, some even look just like humans.
Supernatural – creatures of magical origin.
Half-breed – any racial combination from above that has occurred.
SKILLS:
All skills function the same as listed in the PHB except as where noted below.  All rogue skills apply to current technology as well.  Every skill has complete modern applications.
Concentration – additional use for the psychic in power activation… DC=10+(3 x spell level)
Alchemy – skill used to activate mad scientist’s powers, DC=10+(3 x spell level)
Craft –  basically if it’s a learned skill that is not a profession or knowledge skill it goes here, like gunsmith.
Heal – because of modern advances in science, if the appropriate tools and facilities are available the doctor 
            Can heal wounds with a first aid roll and long term care.  First aid is only successful once per 
            Patient per new wound be attempted and only the first roll that is above DC:15 counts for that set
            Of wounds.  If no first aid care has been given yet then the total healed may be as much as the 
            Character could benefit from.  But if a new wound is sustained a round later then the first aid will 
            Only heal new damage, any excess rolled is lost.  DC:15 only stabilizes and stops bleeding; for each
            Additional point of success above that the character heals one point of damage (ie. DC:30 heals 15 
            Points of damage.  Long term care is the same as in the PHB except if the character has a fully 
            Functional hospital multiply the daily healing by 5 instead of 2… and, if the character has access
            To very high tech equipment (secret government or alien technology) then multiply the daily 
            Healing by 10 instead of 2 or 5.
Knowledge - lot’s of new things in here…  biology, physics, 20th Cent. History, electronics, computer 
                      Programming, etc… basically any thing that you could know.
Perform – change sp to dollars and gp to $10.
Profession – these are the trade skills like electrician that earn money and are general skills not specific 
                     Knowledges.
Ride – This skill is expanded to include cars, trucks, semi-trucks, motorcycles, helicopters, airplanes, jets,
             Spaceships, etc…
Speak Language -  This is modern languages as well as fantastic and alien languages.
Wilderness Lore – in NowD20 you must pick the environment you have lore in: Desert, Forest, Arctic, 
                               City streets, etc…
WEAPONS AND ARMOR LISTS  (all unlisted crit ranges are 20/x2)  (all area dmg DR 15 sv for ½)
Simple Weapons:
Unarmed
Strike(medium) – see PHB
Strike(Small) – see PHB
Tiny
Brass Knuckles – strike does normal damage (cost=$40)
Spiked Brass Knuckles – damage as Brass Knuckles +2 (b/p) (crit 19-20) (cost=$100)
Steak-knife – 1d4 dmg (s/p) (crit 20/x2) (cost=$2)
Dagger – see PHB (cost=$20)
Dart – see PHB (cost=$5)
Rock (fist sized) – 1d4 subdual dmg (b) (crit 20/x2) (range 20)(cost=free)
Molotov-Cocktail – 1d6 dmg (fire) (crit 20/x3) (cost=$10)
Large Firecracker – 1d4 dmg (b) (crit 20/x4) (cost=$5)
Lady Pistol .22 (one shot) – 1d4 damage (p) (crit 20/x2) (manual load=1) (range 20) (cost=$50)
Small
Ice Pick – 1d4 dmg (p) (crit 20/x4) (cost=$8)
Dynamite (per stick) – 2d8 area dmg(15sq ft) (b) (crit 20/x4) (range 10) (cost=$45)
Pipe Bomb – 2d6 area dmg(10sq ft) (b/p) (crit 20/x3) (range 15) (cost=$25)
Hunting-Knife – 1d6 dmg (p/s) (crit 20/x2) (cost=$75)
Lead Mini-Bat – 1d6 subdual dmg (b) (crit 20/x2) (cost=$60)
Butcher-knife – 1d4 dmg (s/p) (crit 20/x2) (cost=$10)
Claw-hammer – 1d4 dmg (p/b) (crit 20/x3) (cost=$15)
Brick – 1d6 subdual dmg (b) (crit 20/x2) (range 20)(cost=$4)
Sling – see PHB  (cost=$10)
Stun Gun – 2d4 subdual dmg (electrical) (crit 20/x2) (range is melee) (charge=3) (cost=$125)
Light Cross-bow – see PHB (cost=$200)
Pistol 9mm (automatic)  - 1d6 dmg (p) (crit 20/x2) (clip load=13) (range 120) (cost=$200) 
Medium
Base-Ball Bat – 1d6 subdual dmg (b) (crit 20/x2) (cost=$15)
Shovel – 1d6 dmg (b/p) (crit 20/x2) (cost=$20)
2x4 (4’ long) – 1d8 subdual dmg (b) (crit 20/x2) (cost=$6)
Chain (5’ long) – 1d6 dmg (b) (crit 20/x2) (cost=$10)
Club – see PHB (cost=free)
Garden Sheers – 2d4 dmg (p/s) (crit 20/x3) (cost=$15)
Spiked Base-Ball Bat – 1d6 dmg (b/p) (crit 20/x2) (cost=$25)
Aluminum Base-Ball Bat – 1d8 subdual dmg (crit 20/x2) (cost=$45)
Revolver .25 – 1d8 dmg (p) (crit 20/x2) (manual load=6) (range 100) (cost=$300)
Double-Barreled Sawed-Off Shotgun – 2d4 dmg (b/p) (manual load=2)(range 20)(dual trigger) (cost=$500)
Large
Short-Spear – see PHB (cost=$100)
Hockey Stick(reinforced handle and sharpened metal blade) – 1d8 dmg (b/s) (crit 19-20/x2) (cost=$75)
Sledge-hammer – 1d12 dmg (b) (crit 20/x2) (cost=$65)
Quarterstaff – see PHB (cost= $40)
Rifle .22 – 1d6 dmg (p) (crit 20/x2) (manual load=1) (range 200) (cost=$400)
Shotgun Single Barrel Pump 12guage – 2d4 dmg (b/p) (clip load=10) (range 50) (cost=$150)
Shotgun Double Barrel 12guage- 2d4 dmg (b/p) (manual load=2) (range 50) (dual trigger) (cost=$300)
Spear-Gun – fires short spears.  (manual load=1) (range=50) (cost=$200)
Martial Weapons:
Tiny
Grenade (fragmentation) – 4d6 area damage (20sq ft) (b/p) (range 20) (cost=$100)
Grenade (smoke) – gives complete concealment to 20sq ft area. (range 20) (cost=$165)
Grenade (stun) – 4d6 area subdual damage (20sq ft) (b) (range 20) (cost=$240)
Grenade (flash) – blinds 20 sq ft area (save DR 15) for a duration of 1d6+4 rounds.  (cost=$190)
Small
Hand Axe –see PHB (cost=$22)
Sap –see PHB (cost=$60)
Medium
Heavy Pick – see PHB (cost=$74)
Rapier –see PHB (cost=$235)
Short Bow –see PHB (cost=$126)
Composite Short Bow – see PHB (cost=$350)
Revolver .38 – 2d6 dmg (p) (manual load=6) (range 120) (cost=$550)
Revolver .357 Magnum - 2d8 dmg (p)(crit 19-20/x2)(manual load=6) (range 140) (cost=$800)
Pistol .44 Magnum (automatic) - 3d6 dmg (p) (crit 19-20/x2)(clip load=13) (range 150) (cost=$950)
Pistol .45 (automatic) - 3d8 dmg (p) (clip load=7) (range 150) (cost=$1,200)
Uzi 9mm – 1d6 dmg (p) (clip load=30) (range=120) (full auto) (cost=$1,275)
Sub-Machinegun 7.65mm –1d8 dmg (p) (clip load=20) (range=140) (full auto) (cost=$1,450)
Large
Long Bow – see PHB (cost=$227)
Composite Long Bow – see PHB (cost=$478)
Chain Saw – 4d6 dmg (s/b/p) (cost=$285) (medium as exotic weapon)
Rifle 30-06 Hunting – 1d10 dmg (p) (crit 19-20/x2) (clip load 4) (range=300) (cost=$350)
Rifle 5.56mm Assault – 1d12 dmg (p) (clip load 20) (range=250) (full auto) (cost=$700)
Rifle 7.62 mm Assault – 2d10 dmg (p) (clip load 30) (range=200) (full auto) (cost=$1,500)
Light Machinegun 5.56mm – 2d12 dmg (p) (belt load 100) (range 300) (full auto) (cost=$2,500)
Flame Thrower – 6d6 area dmg (line 5ft wide and 20ft long) (fire) (cost=$2,300)
Medium Machine Gun 7.62mm) – 3d10 dmg (p) (belt load 200)(range 300) (full auto) (cost=$4,000) 
Turret or Mounted
Heavy Machinegun .50 Caliber – 3d12 dmg (p) (belt load 300) (range 300) (full auto) (cost=$7,500)
Rocket Launcher – 6d10 area dmg (b/p) (30sq ft) (manual load 1) (range 500) (cost=$15,000)
20mm Automatic Gun – 4d12 dmg (p) (belt load 500) (range 350) (full auto) (cost=$13,500)
30mm Automatic Gun – 5d10 dmg (p) (belt load 500) (range 350) (full auto) (cost=$20,000)
Exotic Weapons:
Any Medieval Weapons not in previous list
Any Strange Weapon not in a previous list (such as that which might be improvised)
Any Martial Arts Weapon not in a previous list
Tiny
Laser Mini-Pistol – 1d10 dmg (energy) (crit 19-20/x2) (charge 5) (range 50) (cost=$750)
Small
Laser Pistol – 1d12 dmg (energy) (crit 19-20/x2) (charge 10) (range 100) (cost=$1,500)
Black Powder Pistol – 1d6 dmg (crit 20/x3) (manual load 1) (range 25) (cost=$1,000)
Medium
Ion Blaster Pistol  - 2d6 (energy) (crit 19-2-/x2) (charge 10) (range 100) (cost=$2,000)
Chain-Saw – 4d6 dmg (s/b/p) (cost=$285) (large as martial weapon)
Large
Black Powder Rifle – 1d8 dmg (crit 20/x3) (manual load 1) (range 50) (cost=$2,500)
Grenade-Launcher – launches grenades (manual load 1) (range 100) (cost=$5000)
Sniper Rifle – 1d10 dmg (p) (crit 19-20/x3) (manual load 1) (range 500) (cost=$1,500)
Cyber-Linked Sniper Rifle – 1d12 dmg (p) (crit 18-20/x4) (clip load 3) (range 1,000) (cost=$10,000)
Laser Rifle – 3d6 dmg (energy) (crit 19-20/x2) (charge 20) (range 250) (cost=$10,000)
Ion Blaster Rifle – 3d8 dmg (energy) (crit 19-20/x2) (charge 25) (range 300) (cost=$15,000)
Bazooka – 5d6 dmg (b/p) (crit 20/x4) (manual load 1) (range 200) (cost=$5,000)
Turret or Mounted
Small Plasma Generator – 4d10 dmg (energy) (charge 100)(range 500) (cost=$100,000)
Medium Plasma Generator – 6d10 dmg (energy) (charge 100)(range 500) (cost=$250,000)
Large Plasma Generator – 8d10 dmg (energy) (charge 100) (range 500) (cost=$500,000)
Huge Plasma Generator – 10d10 dmg (energy) (charge 500) (range 1,000) (cost=$1,000,000)
Black Powder Cannon – 1d20 dmg (b/p) (crit 20/x4) (manual load 1) (range 100) (cost=$10,000)
Electronic Weapon Guidance Systems (for missiles, space lasers, and such)
ARMOR:  Ancient armor and futuristic armor requires no separate/additional skill to wear/use.
Light
Leather Jacket (heavy) same as padded leather in PHB (cost=$100)
Leather Body Suit (motorcycle) same as leather in PHB (cost=$200)
Kevlar Vest (light, concealable) +4 AC, +6 max dex, 0 check penalty, 10% sp fail, 15 lb (cost=$500)
Kevlar Vest (heavy, external)  +6 AC, +4 max dex, -2 check penalty, 20% sp fail, 25 lb (cost=$1,000)
Medium
Riot Armor (full body with helmet) +8 AC, +2 max dex, -4 check penalty, 25% sp fail, 40 lb (cost=$4,000)
Environmental Suit (space suit) +4 AC, +2 max dex, -5 check penalty, 30% sp fail, 45 lb (cost=$10,000)
Mechanical Body Armor (light) with full enviro, Str 16, +8 AC, +2 MD, -4 CP, 30% SF, 150 lb ($50,000)
Heavy
Combat Armor (with reinforced steel helmet) +11 AC, +1 MD, -5 CP, 35% SF, 60 lb ($6,000)
Mechanical Body Armor (medium) with full enviro, Str 18, holds one concealed weapon (even heavy)
*** (for above) +11 AC, +1 MD, -6 CP, 40% SF, 200 lb (cost=$100,000)
Mechanical Body Armor (heavy) with full enviro, Str 20, holds two concealed weapons (even heavy)
*** (for above) +12 AC, +0 MD, -7 CP, 40% SF, 250 lb (cost=$200,000)
Shields
Riot Shield – same as PHB tower shield (cost=$300)
Trashcan-Lid – same as PHB small steel shield (cost=free)
Cybernetics (requires the “Cybernetic Affinity” feat; each use gives 5 control points.)
Mechanical Armor Link (required to use mechanical armor) – 1 pt
Skill Chip Slot (holds one skill chip) –2 pts
Skill Chip (use any skill at +5(not stacking or using personal stats) or +1 with skill total(including stats) 
                  That already exceeds +5.  This includes Att Bonus with a specific weapon(and only that one.)
Eye Shine (allows 60 ft darkvision) – 3 pts
Improved Eye Shine (allows 120 ft darkvision) – 5 pts
Binocular Vision (doubles range increments for weapons & +2 to spot/search checks) – 4 pts
Sniper-Link (req. Improved Eye Shine & Binocular Vision, allows use of cyber-link sniper rifle) – 1 pt
Spirit-Vision (allows sight of ethereal beings, ability to see spirit energy gives +2 to wisdom) – 12 pts
Internal Motor Grafts (gives +2 to strength) – 5 pts
Hydraulic Joints with reinforced skeleton (+4 to strength, includes Internal motor grafts) – 10 pts 
Limb Replacement (fully operable prosthetic with no bonuses) – 1 pt
Light External Hydraulics (+6 to Str, +2 Nat. AC) – 15 pts
Heavy External Hydraulics (+10 Str, +5 Nat. AC) – 30 pts
Mnemonic Enhancer (+2 to intelligence) – 7 pts
Wired Nerves (+2 to Dex) – 6 pts
Hard Wired Nerves (+4 to Dex and gain an additional partial action per turn) – 12 pts
Hard Wired with Adrenal Enhancement (as above with one more partial action or one full action) – 25 pts
Organ Add-Ons (+2 to Con) – 8 pts
Cosmetic Improvement and Pheromone enhancement (+2 to Chr) – 3 pts
Concealed/Retractable Weapon (hides one attached light weapon internally +3 attack bonus ) – 6 pts
Body Weapon (one Medium weapon may be attached permanently externally +3 attack bonus) – 9 pts
Hardened Skin (real looking skin that acts as armor, nat AC bonus or +2) –7 pts
Body Plating (full alloy body armor, requires external hydraulics, +10 Nat. AC (not stacking)) –  20 pts
Charge Socket (for all energy weapons except plasma generators) 1 charge per round – 3 pts
Charge Socket (for all energy weapons except plasma generators) 2 charge per round – 5 pts
Charge Socket (for all energy weapons except plasma generators) 3 charge per round – 7 pts
Note on ammunition costs, loading weapons, and fully automatic firing:
*Ammo is bought in quantity and cost depends on the damage done.  (cost is listed per 50 shots)
Max dmg 10=$15, Max dmg 20=$25, Max dmg 30=$50, Max dmg 50=$100, Max dmg 51+ = $250.
*Gas powered weapons must be refilled with gasoline.  The chainsaw holds one gallon and the flamethrower holds 25 gallons in a tank strapped to the users back.  Refilling takes about 1 minute per gallon from most normal gas sources.  When using either, the percent of fuel used is what is taken into consideration.  Each starts out at 100%.  Starting a chain saw is a movement equivalent action for those who have it as an exotic weapon or a full round action for those using it martially.  Priming a flame thrower is a movement equivalent action.  For each round “running” the flamethrower and chainsaw use up 1% fuel.  When making an attack the flamethrower and the chainsaw use up 5% fuel (rounds where attacks occur in do not use an additional 1% fuel.)  Attacking with a flamethrower is a full round action which does not require an attack roll.  A flamethrower user does not have to end an attack.  He may instead continue to pour flame out of the flamethrower at targets.  Subsequent rounds of burning only use 3% fuel and the user may change direction of the flame once per round to any other direction that he desires.  Also, starting the second round of burning the user may change the line of flame to 10ft wide and 10ft long.  A change from 5x20 to 10x10 or vice versa may be accomplished once per round thereafter, but a change in direction of the burning may not be accomplished in the same round the burn line shape is changed.  Anyone entering the burn area of a constantly burning flamethrower is subject to damage immediately upon entering the burn area and once per round on the users initiative turn.  A chainsaw can be used to do 1d4 damage (b) when you’re out of gas or can’t get it started, this requires no additional weapon proficiency.
*Manual load takes 1 full round action, Clip load and belt load takes 1 movement action. 
*Charge load varies per round per charge plugged into a power source (most converted for 110VAC as well as cybernetic outlets and mechanical armor outlets.)  110VAC charges at 1 charge per round.   Each suit of mechanical armor contains at least one outlet.  Light armor contains one 1 charge outlet, medium contains one 2 charge outlet, and heavy contains two 3 charge outlets.  Cybernetic outlets vary in charge amounts and there may be as many cybernetic outlets on a character as he wants to have to plug weapons into while using them, but more than 2 of the 3 charge outlets seems to me to be a bit much if the character doesn’t have more than 2 arms.  But, it’s up to the player what they want.  Perhaps they don’t want to have to unplug and re-plug the multitude of weapons they will be carrying in combat.  Unplugging a weapon is a free action but plugging a weapon in is a movement equivalent action.  Plasma generators require an ion generator for recharging, the ion generator can charge as many as 3 weapons per round though it can power as many weapons as you like, there are just 3 charges available per round which may be divided between 1 and 3 weapons.  The ion generator may also be used as the sole power source for any type of vehicle or craft.  An ion generator operates for 3 years without recharging at which time the core must be replaced.  An ion generator costs $5,000,000 and the cores cost $1,000,000 each so that the original purchase will be $6,000,000.  They are very expensive but also very useful in environments where there is no fuel readily available like space travel and low-tech worlds.  You can carry as many spare cores with you as you desire as well as they only weigh about 3 lbs each and only take up about a 3 in by 3 in cube of space.  The ion generator in and of itself is only about 3ft by 3ft weighing only about 100 lbs.  Availability is scarce.
*when firing a fully automatic weapon you fire in bursts on multiples of 5.  For each 5 bullets fired (up to the entire clip or belt) a single shot may be rolled against a single target at the current using attack bonus.  For example, the attacker has a current attack bonus of +5, he empties his clip (30) into a crowd and may roll 6 attacks at an attack bonus of +5 each at any 6 targets or may take multiple shots at 1-5 targets.
*A dual trigger weapon may fire 2 shots on the same attack roll.  If you hit, both shots hit.  If you miss, both shots miss.  Each shot does normal damage.
Note on Cybernetics costs and availability:
The availability of cybernetics is very low, but they’re out there for those that look.  The costs vary from extreme to extreme.  The base cost for getting cybernetic work done will be about $10,000 per control point worth of work.  Characters may begin the game in debt to a Cyber-Doc.  The Doc will always employ guards to hunt you down and reclaim his collateral, your organs and body.  The amount of the beginning debt may not exceed $100,000.  This debt must be paid with 25% interest (per month) by 1 year from the game’s beginning or the character will be hunted down.  This debt can only be used for cybernetics or cybernetics related equipment in character creation.  Cybernetics function off of state of the art internal power sources that use heat and light to recharge, therefore never need to be replaced or recharged manually.  The same holds true for the mechanical body armor.  Skill chips are quite expensive as well.  The prices for skill chips are as follows:  +1=$1,000, +2=$10,000, +3=$100,000, +4=$500,000, +5=$1,000,000.  Note also that the bonus given by the chip does not stack with your current skill total plus your attribute modifier, so if your current total is higher than the chip the chip has no effect.  Also, if you already have a +4 total bonus and you use a +4 chip then there is no change in your bonus.  The only exception to this rule is that +5 chips add +1 to the current total (even if the current total is +5 from another chip) so that if you had a current total of +5 your total would become +6.  If you were to then use another +5 chip of the same type your total would go from +6 to +7.  Skill chips can be combat modifier chips, but must be for a very specific weapon.  For example:  you could have a +3 chip for a 9mm pistol and  +4 chip for a .357 magnum in use; neither chip would affect the other weapon’s attack bonus.
ORGANIZATIONS:
THEM – There are quite a few people in asylums today claiming to have been followed and plagued by “them.”  The patient speaks of how “they” are pulling the wool over everyone else’s eyes and how they were able to see through that will.  The many “insane” people we have in institutions are right, however.  There is an organization that is not actually affiliated with ours or any national government, “they” are everywhere.  “They” are watching.  Not much is known about “them.”  What is know is that their organization actually refers to themselves as “THEY” and “THEM” even internally.  Members of the organization rarely know much more that what they are ordered to carry out.  “They” have political connections world wide and unbelievable power.  The only visible consequence to this organization’s existence is the complete cover up of everything strange, alien, or supernatural in nature.  It seems as if this organization does not want the world to know that that kind of thing exists.  Not much else is known about “Them” except that “They” will stop at nothing to achieve their goals, even the death of innocents.  It is generally understood that “They” believe that they are responsible for preventing mass hysteria.
NOSFERATU – This is a very old organization of powerful Vampires.  They are very frightful to deal with.  But, were it not for their existence, the Vampire population would probably grow and get out of hand.  The one good thing that can be said about these guys is that they control their own and try not to stir up trouble.  They just want to survive.  That said though, they are VERY evil.
ORDER OF BONE – This is a somewhat new organization (since about 1100 AD.)  This organization is a group of Necromancers who are banded together under a mostly neutral leadership council.  The group does have dark and dangerous motives though, with a tendency toward evil behavior.  The organization is thick with bureaucracy, and thankfully, this means that there are many checks and balances preventing this group from causing great damage.  It is usually former Order of Bone members that are unchecked menaces to society.  But, again, there is a check and balance for even this.  The only way to be a true former member is to be dead and burned to ashes.  Any living or undead former members are hunted down and converted to ash, their ash is stored in a magically sealed box in the organization’s secret archives.
SOCIETY OF THE EVOLVED – This is a secret society that operates in mostly independent cells.  The society is benevolent to mutants mostly but has been known to be helpful to half-breeds of any species as they consider any human lineage combined with genetic differences composes an evolved human.  
XALOZ CORPERATION – This is an evil corporation whose hands are in most of the world’s affairs.  They are opportunists, thugs, and assassins.  Anything they can do to make more money and achieve more power they will do.  Their main front trade is in electronics.
MOTHERSHIP – This is an organization  of aliens lost to their own homes who are trying to survive in a world where “They” want to eradicate them to eliminate the possibility of the public learning about aliens.  This group is mostly neutral but has an evil tendency due to anger  about abuse and being hunted.
SMALLER GROUPS – There are many smaller local groups, societies, and corporations.  These are actually, more likely, whet the characters will either be a part of or be dealing with in most encounters.
THREATS:
UNDEAD –There are quite a few more undead running around than you might think.  The main reason for lack of public knowledge in this area has to do with “Them” killing anyone who knows about undead and relentlessly hunting non-covert undead groups.
SUPERNATURAL BEASTS – These are very rare, but monsters in the monster manual are encountered at times.  Usually inconvenient times too.
DEMONIC CULTS – These are popping up almost daily.  They can be very dangerous, but followers are often fickle.  Some have been known to be very powerful and lasting however, like Satanist cults.
ORGANIZED CRIME – This, combined with the supernatural elements that are available to underworld people are most likely what will be the main menace in the campaign.  There are a lot of small time thieves out to turn a dishonest profit out there and they use what they can to get ahead.
GOVERNMENT AGENCIES – The many government agencies can often meddle or have policies 
detrimental to the lives of the characters.
ORCISH INVADERS – In a different galaxy there is actually a planet of technologically advanced Orcs.  This planet is called Orkus.  The planet is a warring planet that attacks other planets and enslaves its inhabitants and utilizes its resources.  The attacks take place after all of its main attack force has landed and set up subterranean bases.  The setup for the attack on earth is currently 10% complete and it may take another 20 to 50 years before they open up full assault on earth.  Orcish organization is poor thankfully, but they do employ light speed technology, cybernetics, and laser technology.  The main threat currently is the complete lack of patience and boredom.  It is also a fact that the current Orcs in power in earths pre-siege bases are 3rd generation earth born Orcs.  They are assimilated into earth’s unique culture.  Some Orcs have left and joined the fight against their own race, for the possibility of living a life on earth.  They do meet great prejudices.
SUBTERRANIAN DWELLERS – There are a great many things living beneath the surface where we cannot see them.  If mankind knew what lies below them they would most likely seek to hunt and destroy it before it could grow and destroy them.  Would they succeed?  Who knows, some are trying…  but the policy “They” have about keeping things like that secret and killing or getting those in the know committed has prevented any massive movement against underground threat.  Though there are a few beneficial races already underground combating the evils.
PLAYER ORIGENS/BACKGROUNDS:
This short section provides several possibilities for the character having become privy to the knowledge that most people don’t know.  The characters are unique because they are “in the know.”  Just being in the know is a danger to that character’s life.  All of the Player Characters in Now D20 are in danger of being killed or institutionalized in some fore just for the small glimpse of the truth they have taken.  Here are some possible involvements; these serve as suggestions and are not the only possibilities.
1.	Character is a private investigator that has stumbled onto supernatural or alien happenings.
2.	He is an ex-member of one of the above organizations.
3.	Perhaps it is a case of wrong place, wrong time for the character and they wish they never knew.
4.	The character may actually be something not human completely or supernatural in some way.
5.	The character may have witnessed nothing supernatural or alien, but seen “Them” in action.
6.	The character may have lost a family member or friend to “Them” and now wants to know more.
7.	The adventure could be an introduction into “the know” for some or all of the characters.
A NOTE ON UNLISTED EQUIPMENT COSTS:
There are a grand many things that can be purchased in the modern day.  The costs can be found in any current actual price listing or on the internet.  The DungeonMaster  may also feel free to estimate costs and availability based on his campaign tone and the characters methods for obtaining goods.  For many costs on useful modern items I like to use the Palladium reference manuals for TMNT.  If you can’t find a cost for something listed in the PHB or DMG multiply the cost in gp by $10 so that 20 gp would be $200.  
BREAKDOWN OF THE NEW/ADJUSTED CLASSES:
***NOTE:  All characters in NowD20 may decide to speak only one language and begin the game with one extra skill point instead.  This reflects the singular language capacity of many English speakers.
***STARTING CASH:  The character begins with what the PHB class would give, except multiply amount in gold by 10 and give that in dollars. 
SOLDIER:  Same as PHB fighter except the weapon choices are different because of different lists.
TOUGH:  Again, same as the PHB Barbarian except weapon choices.
TRACKER:  Same as the PHB Ranger except where detailed here.  Does not gain the ability to cast any spells.  He must take wilderness lore multiple times if he/she wants to cover multiple environments.  The character still gets the favored enemy bonuses, but also gains favored location.  Favored location gives bonuses to everything the character does in that location just like favored enemy gives bonuses to everything the character does in regards to that enemy.  These bonuses do stack.  The favored location is a specific place that the character considers his “turf” and which he is intimately familiar with due to his experience with that location.  The location is a 20 square mile location such as a portion of a forest or large city or an entire town or several small towns making up an entire county.  The player must specify a specific central location such as an address or landmark.  Anywhere within 20 miles of that central point grants the character that bonus.  The character gains “favored locations” at the same rate and bonuses as favored enemies.
VIGILANTE:  Same as the PHB Paladin except where detailed here.  Does not gain the ability to cast any spells.  Must be Good in alignment, but doesn’t have to be Lawful good.  May multi-class as normal and may return to this class.  If his alignment is not good he may not progress as a Vigilante until that is rectified.  Also, character loses any special powers if his alignment is not good.  Does not gain a mount.  Still has Divine Health, Aura of Courage, and Smite Evil(usable with missile weapon as well.)  Does not turn undead, but does not have stipulations on conduct or associates.  Can detect evil and has divine grace.  Lay on hands is replaced by “Heroic Survival.”  Once per day per 5 levels (1 at 1-5, 2 at 6-10, 3 at 11-15 and so on) the character can survive a wound that would take him to –1 or below.  This ability is automatic and used the first time in the day that this happens (you can’t save it for later.)  When the character is reduced to –1 or lower the character immediately heals to zero plus his level times his charisma bonus (a 10th level paladin with a 18 charisma would return to 40 hit points.)  “Heroic Survival” can’t give the character extra hit points.
SPECIALIST:  Same as the PHB Rogue except as described here.  The character does not have the same weapon skills as the Rogue.  The character is proficient in any 8 simple weapons, 4 martial weapons, and 2 exotic weapons (the +1 attack bonus required to have exotic weapon proficiencies is waived for these weapons only.)  All other abilities remain unchanged.
STAR:  Very Different from the PHB bard, but any differences are described here.  A star may be any alignment; there is no non-lawful restriction because a star can be one of a very professional disciplined sort as well as a whimsical roamer.  No spells for the Star because in NowD20 there is just not as much access to that sort of thing; though the skills like spellcraft and such are still available as stars tend to have access to a wide band of knowledge.  Stars are proficient in all simple weapons as well as one martial weapon of choice.  Stars are proficient in shields, light, and medium armor.  The bardic music ability is converted into the “Star Influence” ability.  It works exactly the same way.  For the star his “Star Influence” ability feeds off his fame and fanfare as well as his performance, though no game statistics are changed.  The bardic knowledge ability is converted into the “Diverse Knowledge” ability, which in turn is just a new name for this ability as well.  This reflects the star’s diverse background, character research, odd jobs while waiting to make it, and the artists curious approach to learning and life.  There are 3 new abilities as well.  A star has the ability of “Fame” which allows him to use several innate spell abilities at will Spell level is the stars level.  As many times per day as his level times 2 a star may use the ability Daze as a free action.  Starting at 3rd level the Star has permanent Undetectable Alignment.  All other spell abilities that follow are used as standard actions.  As many times per day as his level he may use Charm Person as per spell.  Starting at third level the Star may use Hold Person once per day as a fan stops and stares, unable to move.  At fifth level he may use Hold Person twice per day, 3 at 7th, 4 at 8th, and so on…  Also at 3rd level the Star gains the ability to use Suggestion once per day, 2 at 5th, 3 at 7th, and so on…  Starting at fifth level the star can use Enthrall once per day, twice at 10th, 3 times at 15th, and so on…  At fifth level the star can use Emotion and Lesser Geas once a day each, 2 at 10th, 3 at 15th, and so on…  At sixth level the star can use Charm Monster in place of any of his Charm Person uses.  At 8th level the star can use Hold Monster in place of any of his Hold Person uses.  At 12th level the Star can use either Mass Suggestion or Geas/Quest once per day, and if he uses one that day he can’t use the other that day.  At 20th level the Star can use both Mass Suggestion and Geas/Quest once each in the same day.  The second ability that the Star has is called “Contacts.”  The character can choose one person per level of star class that the character has positively interacted with (dm discretion) as a contact.  At 5th level the Star could have as many as 5 contacts, but might be saving a few slots for really useful contacts.  A contact will provide assistance, information, cash, food, a hideout, or something otherwise useful when called upon from time to time.  The dm is the final arbiter on whether or not and what kind of help will be received based on role-playing and how often and how much that contact’s services are called upon.  A contact only provides brief help and services.  A contact that owns a jewelry store might at times give the character discounts.  A contact that works as a mechanic might fix the character’s car occasionally.  Contacts can be lost through poor role-playing and are a reflection of the star’s fame and social nature.  The third ability is called “Resources.”  Starting at 5th level the Star has been in the business long enough to earn residual income on past performances in the form of CD’s, Movies, etc…  At 5th level the income is $1,000 a month; the wages of a struggling artist.  Each level thereafter increases the income by $1,000 a month so that at 20th level his wages would be $16,000 a month or $192,000 a year for doing nothing; these wages don’t include any other money that the character could make in recent sales or performances.
PSYCHIC:  Very different from the PHB sorcerer, but the differences will be detailed here.  The Psychic cannot summon a familiar.  The psychic cannot use the scribe scroll feat.  The psychic can choose his spells/powers from any spell lists (wizard/druid/cleric/etc…)  The psychic does not use any verbal, somatic, or material components.  They instead have to activate their spells with a check each time they try to use them.  The check is a Concentration check against a DR of 10+(3 times spell level) so that the DR of a 9th level spell is 37.  A failed check results in the loss of that spell/ability slot for that day as the energy was harnessed but released without any affect.  The psychic can also expend constitution points for additional spell/ability slots if he chooses at a rate of one slot per one constitution point.  The points are a temporary loss, but the effects can only be healed by one day of rest per point lost in this way.  The effects for a lower constitution are felt until healed.  The character can, at his option, take himself all the way down to zero constitution; but, this will kill him.  The character gains bonus spells based on his constitution.  The character is proficient in all simple weapons but no armor or shields ( though it should be noted that this would not impede psychic ability use.)  The character must have a constitution equal to 10+ the spell’s level in order to be able to cast spells of that level.
MAD SCIENTIST:  There are major differences from the PHB wizard but they will be described here.  The character automatically gets the Cybernetic Affinity feat once at first level.  Also, whenever bonus wizard feats are gained he may take the Cybernetic Affinity feat on that occasion instead of other choices as well.  The character does not get the Scribe Scroll feat, nor can that feat be learned.  He can learn/use all other item creation and metamagic feats, they are just used in a sci-fi mad scientist sort of way.  For example, a wondrous item would do what it normally would do but be described in a sci-fi sort of way.  The same holds true for spells that the character uses.  He doesn’t have a spell book, he has his formulas and science journals.  He doesn’t use the listed components for his spells.  He uses chemicals and gadgets.  He does not buy or pay for components, but is required to maintain a Lab/Workshop at a cost of $100 a month times his level so that at 15th level he would have a Lab/Workshop maintenance cost of $1,500 a month.  Each month the character misses in maintenance costs the DR for activating his spells increases by two until all back months are paid.  The activation DR for his spells is 10+(3 times the spell level.)  A failed activation roll results in the loss of that slot for the day as the chemicals are spilt and gizmos discharged with no effect.  The character can use a robot familiar.  The familiar will be the same in all respects to an animal familiar.  The mad scientist builds the familiar.  The familiar and the 1 pt cybernetic enhancement “Familiar Link” cost $500 each, but the link is a one time buy.  The robot familiar takes a year and a day to replace due to psychological trauma because of the link and rebuild time.  The Mad Scientist is proficient with no Armor or Shields and may choose 5 simple weapons, which he is proficient in.  The character prepares spells the same as a wizard but in doing so he is readying chemicals and charging gadgets.  He requires his “notes” to do this.  Notes operate just like a spell book in all ways.  Cost of notes replacement would be $10 times gp value.
ARCANIST:  very few differences from a PHB wizard, detailed here.  The character must have a spell component pouch replaced weekly at a cost of $50 each.  The character must purchase or come by any spell components listed in the PHB at a cost of $10 times the gp value (20 gp would be $200) and this includes spell book replacements or costs to get a familiar, make a scroll, or create a magic item.  The character is proficient in 5 simple weapons.  Everything else is the same as the PHB.
BLOOD MAGE: very few differences from a PHB sorcerer, detailed here.  The character must have a spell component pouch replaced weekly at a cost of $50 each.  The character must purchase or come by any spell components listed in the PHB at a cost of $10 times the gp value (20 gp would be $200) and this includes costs to get a familiar or create a magic item.  Everything else is the same as the PHB.
NATURALIST:  Absolutely no changes from the PHB druid.  An unchanged occupation in all respects.  The character will have different choices in further weapon usage and skills though.  The cost for any listed spell components in the PHB is $10 times the gp value.  Spell component pouch needed weekly as well.
WORSHIPER:  No changes to the PHB cleric except worship choices, which is left completely up to the dm and player.  I plan to pretty much let the character pick a deity and domains.  Say he wants to be a catholic priest.  Fine, just pick 2 domains that make sense with that, choose your alignment, holy symbol, and get started.  In the example of the catholic priest he may decide to have the domains lawful and good and then choose a lawful good alignment and crucifix as a holy symbol.  All catholic priests in my campaign wouldn’t have to do exactly the same thing.  For example, another guy might choose a catholic priest but decide he wants the domains protection and healing, an alignment of neutral good, and his priest’s collar as his holy symbol.  There’s no reason to get picky as long as it makes some sense.  The cost for any listed spell components in the PHB is $10 times the gp value.  Spell component pouch is needed weekly as well.  And if the religion you choose doesn’t have a specific holy symbol you will need to choose one.
MARTIAL ARTIST:  only a couple changes.  The character must be lawful in order to advance in this class, but can return to it after other classes or if a lawful alignment is regained.  Future weapon choices, and skill choices will be different too.
PROFESSIONAL:  no different from DMG expert except for weapon and skill access.
RICHY:  no different from the DMG aristocrat except for weapon and skill access.
NORMY:  no different from DMG commoner except for weapon and skill access.
THUG:  no different from DMG warrior except for weapon and skill access.
BESTRANGED:  no different from DMG adept except for weapon access, skill access, and spell costs.  As stated above all materials cost $10 times the listed gp value.  The $50 weekly fee for the spell component pouch must also be paid, and let it be known that it is not always possible to acquire spell components… which make some ingredients to a spell priceless at times.
HITMAN:  similar to DMG assassin, differences detailed here.  No alignment restrictions, though good a good Hitman  is very rare… perhaps he works for a secret Christian knighthood and his job is to kill Satan’s human minions before they can reek mass havoc.  To become a Hitman you must have 8 ranks in move silently, 8 ranks in hide, 4 ranks in disguise, and have performed at least one contract killing be it for money, services, or even just for free in direct service to some organization that requested you to kill that person prior to the fact(in this case there must have been some sort of oath or contract done.)  The Hitman does not cast spells.  The Hitman can perform the “Death Attack” on anyone that he could perform a sneak attack on, including with a ranged weapon(note, sneak attacks can only be performed with range weapons within 30 ft.; the exception to this rule is the sniper rifle which allows performance of a sneak attack at any range as long as the shot hits.)  The Hitman has one new ability.  “Reputation” is the first ability.  This ability improves by one for each successful contract killing.  His “Reputation” score begins at zero (even though he may have contract killed before.)  Whenever the Hitman would like definite work he expends one “Reputation” point and then rolls 2d20.  If the number rolled is less than his current “Reputation” score he has found a job.  There is no limit to the number of points that can be spent this way and the reason the reputation goes down is because begging around for a job is a little humiliating at times.  Many times the Hitman will be asked to do a hit by someone and this doesn’t decrease his reputation.  A Hitman who fails at a hit or who backs out of a confirmed deal (he can say no to a deal) has his reputation reduced all the way to zero again and will possibly suffer other consequences for his failure depending on the situation.  A Hitman earns money per hit by his level and reputation.  At level one he earns $100+(rep. Score times $10.)  At level 2 he earns $250+(rep. Score times $25.)  At level 3 he earns $500+(rep. Score times $50.)  At level 4 he earns $1,000+(rep. Score times $50.)  At level 5 he earns $1,000+(rep. Score times $75.)  At level 6 he earns $1,000+(rep. Score times $100.)  At level 7 he earns $2,000+(rep. Score times $200.)  At level 8 he earns $3,000+(rep. Score times $300.)  At level 9 he earns $4,000+(rep. Score times $400.)  At level 10 he earns $5,000+(rep. Score times $500.)
NEMESIS:  There are three requirements to this class; must be evil, must have a base attack of +7, and must have been “wronged” (at least as he perceived) by a player character in my campaign.  All Nemesis characters in my campaign are “created” through the efforts of players and belong to that player in a sense, though they will continue to live on after that character if not killed.  A Nemesis’s primary objective in life is to get revenge on his “creator.”  He is surely to have other evil plots as well.  This is just the complete opposite of a Vigilante.  He gains all the same abilities as a Vigilante, except they affect the opposite alignments.  Detect evil is detect good.  Smite evil is smite good.  Etc…  These abilities are all based off the Nemesis level not the overall character level.  The Nemesis, as with all other Prestige classes cannot proceed in the Prestige class past level 10.  At 10th level the Nemesis may count his character level when determining Nemesis abilities.
OTHER-MILIEU (CLASS NAME) -  The requirements for this prestige class are that the character level of the character must be at least 5 already and that the character must be exposed to another Milieu at least 8 hours a day on a daily basis for at least a year.  The character may then take as a prestige class any unmodified normal class (not prestige class) from that Milieu.  The character may advance only 10 levels in this class and this class may not be taken more than once, so the character will only have access to one other-milieu  class (so choose wisely.)  For example the character may be a 5th level soldier and get trapped in Grey-Hawk on Oerth for a year.  He may then decide he’d like to take some levels as a Fighter; so, he takes the Other-Milieu (Fighter) prestige class when he advances to level 6.  He can then use all medieval weapons as the type (simple/martial/exotic) that they are listed at in the PHB as well as being able to use the weapons list for NowD20.  He also gains any other benefits he could normally gain by gaining a level as a fighter, such as feats and skills.  Upon returning to NowD20 some interesting possibilities are open for this character, who now knows how to use quite a few more melee weapons that most people in NowD20.  This class can also be used for a character that goes to the far future or for a normal D&D character that ends up in NowD20.  The possibilities with this are up to the DM and his campaign.
RACES:  (use human height, weight, and age charts unless otherwise noted.)
HUMANS:  no changes from the PHB except starting language is usually English and the character may choose to have an extra skill point at creation instead of a second language.
EVOLO:  this character is just like a human in all ways except there are a few genetic evolutionary changes.  This is only easily detected through DNA tests.  The character may choose any statistic at creation to have a +2 bonus with.  The character’s highest level class is his class of preference.
MUTANT:  These characters are often mistaken for lycanthropes, though they are not.  This character may choose any animal that they can think of to be evolved from.  The character will look like that animal in all respects except that he will be completely bipedal and have completely working appendages.  If the character’s animal had wings the character will have these, as well as an additional set of arms.  If the character’s animal had more than 4 legs he may choose either to have an additional pair of arms or an additional pair of legs.  If the animal has a tail then he will have this too.  Also, any venomous attack ability will also exist at the character’s option.  All of these characteristics will give abilities similar to monster/animal abilities of monsters/animals with the same traits and will give access to applicable monster feats.  The character may only choose to have up to 3 of these traits.  Each one he chooses takes away one of his +2 bonuses to a statistic, but does not remove one of his –2 penalties to one of his statistics.  Each Mutant begins with 3 +2 bonuses to place in his statistics where he desires and 3 –2 penalties to up to 3 chosen statistics.  The character could have up to 3 animal traits and would have no +2 bonuses, but would still have 3 –2 penalties.  Any or all of these bonuses could be applied to the same statistic.  The character could decide that he wants no bonus animal traits (stuff like a tail and fur would still be there, and if he had wings they would still exist but as arms that can’t get him off the ground) and a +6 to strength and a –6 to charisma.  Or, he could decide that he wants to have some wings, but doesn’t want a bunch of penalties; so, he adds his left over +4 to his leftover –6 together and get’s –2…  He then takes a –2 to charisma.  Anything the character chooses is subject to final arbitration by the DM.  The character will have the same size and general build as a human.  The favored class for a Mutant is the Tracker.
ALIENS:  any demi-human or monster that could be used as a race in D&D can be used without much modification in NowD20.  The only change is that the classes available to the Alien would be their NowD20 counterparts.  Though you can feel free to make up or allow whatever other alien races you want the only other one that I’m going to discuss follows:
PSEUDO -  This alien race looks just like humans.  Player characters of this race are lost to their homes of origin.  They have a very different biological makeup from humans internally.  Their organs are very different from ours.  This makes getting medical attention at hospitals extremely dangerous to them and sometimes not very effective.  They are extremely allergic to one common substance, which will be chosen individually for each Pseudo at creation by the player and the DM.  Each round of contact with this substance causes a violent reaction to the character.  All of his rolls, except saving throws, are at –5 and he must make and succeed with a fortitude save each round or die.  The character has +2 to constitution, +2 to charisma, and +2 to intelligence.  The favored class for these characters is Psychic.
SUPERNATURAL:  This includes the character templates from the monster manual.  Though there’s no reason to be limited to these that is all that is currently available in my campaign.  Feel free to ask the DM for anything you can dream up and most likely he will work with you on your idea for an interesting race.
HALF-BREED:  most races above can be combined in some way or another.  Detailed below are some, which I feel need to be covered.
HALF-ORC:  same as PHB.
HALF-ELF:  same as PHB.
HALF-PSEUDO:  has +2 to con.  Still has strange organ differences but will more than likely still be able to get useful medical treatment with doctors that use discretion.  The favored class for this character is still the Psychic.
VAMPYRE:  This is the half-vampire.  It occurs when the mother is bitten and drained partially way by a vampire, but not killed.  The child becomes a vampyre, and when the child is born his mother will die due to the trauma induced by giving birth to him.  Vampyres are also created when a vampyre mates with another person, but always skips 2 generations so that if your great-grandfather was a Vampyre, then so will you be a Vampyre.  Only the first born of the 3rd generation away from the original Vampyre will actually acquire the Vampyre genes/trait, so all others in the family after that will be normal.  There is no level minimum  for a Vampyre.  Vampire hunters often hunt Vampyres as it is quite easy to mistake a vampyre for a vampire.  The character uses normal HD as per class.    His natural AC is improved by +4.  The character still retains a constitution and is not considered undead.  The character gains a slam attack using the vampire table.  The character does not gain domination, children of the night ability, or the create spawn ability.  The character does retain fangs and can inflict 1d4 points of temporary (not permanent) constitution drain from a living creature.  This is done by making a successful pin on a grapple check.  If the character reduces a foe to zero constitution by this attack the foe is dead, but will not become a vampire.  The character has damage reduction of 5/-(which means 5 points of damage from any attack, even magical.)  The character has Fast Healing and can heal 1 pt of damage per round.  The character gains +4 strength, +4 constitution, +2 Dexterity, and +2 Charisma.  The character retains some of the vampire weaknesses.  He retains the aversion to garlic, crossing running water, and entering a home uninvited…  it is impossible for the Vampyre to shake off these strong compulsions for some reason.  He is not affected by turning or holy symbols however.  He is affected by a strong sensitivity to light.  Anytime when his eyes are exposed to bright light or sunlight all his rolls that use his vision are at –2.  This can be reduced to -1 by a dark pair of sunglasses or completely negated by cybernetic replacements for his eyes.    Vampyres have a strong lust to use their fangs to draw blood from living prey of their own race.  Each day that this is not done he must make a will save at –1 for each day that at least one point of constitution hasn’t been drained from another living human.  If this roll is failed the character loses control and becomes a DM character for 1d10 rounds.  At the end of this duration the character may make another will save without any modifiers (once you lose control you also lose all built up negative modifiers.)  If he fails this save he is under DM control for another 1d10 rounds.  This is repeated until you make your save.  The negative modifier may be reduced if the character drinks preserved blood from his own race (like from a blood bank.)  If the character drinks preserved blood daily the will save must still be made daily, but the negative modifier only increases by one per month.  If the character drinks live or preserved animal or alien blood the same occurs but the negative modifier increases by one weekly instead of monthly.  When the character is under DM control the DM will attack allies, innocent people, behave in a psychopathic manner, and generally seek out to do things that will ruin the character’s life and reputation.  Even if the character is already very evil and doesn’t mind drinking living human blood on  a daily basis, he will still attract the attention of hordes of vampire hunters and “them.”  In the case of an evil character the DM is strongly encouraged to role-play this to a deadly effect.  Also, no matter what type of character a vampyre is played as he is in constant danger of being hunted down and killed by all vampires.  Vampire organization is great and the vampyre character is considered an abomination by all vampire kind.  The vampyre’s favored class is the Vigilante.  At initial creation his starting level will be 3 less than the level allowed for other characters created in the game.  For example his level will be 1 when other characters created in the campaign can begin at level 4.  If the player could not have created at least a 4th level character then he may not choose this race.

Anything else is up to anyone else who wants to enjoy this sort of game.
Stolen from many sources, modified, and compiled by:  Shawn David Melendez (Minot, North Dakota)
If you are using these rules or just plain like them and have modified or added anything please send me a copy of what you’ve done.  Also, if you have any questions, clarification requests, comments, ideas, or criticisms please send those to me as well.  Feel free to e-mail me at sjmm@ndak.net at any time.
Also, email me with any details of any campaigns you are running using these rules, I would be entertained and honored to hear about the use of these rules in any constructive and fun way.