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Corporate (5k)

The Corporate. Mr Johnson. Mr Smith. Whatever you want to call them. The guys in suits who turn up to troubleshoot for the multicorp. With their slick suits, dark shades and neutral voices, you might never know who they work for, but you'll always get their intention when the bullets start flying or they break your legs. But they're not just thugs, they have purpose, they have being, they're being paid to do a professional job, and that they'll do. They are loyal to their multicorp who pay their wages and make sure they're well cared for. These aren't the thugs who couldn't tie their shoe laces together, oh no, these are the people who are called in when the job has to get done properly. They'll find out where you live, find out all about you, and then get the job done.


Game Rule Information:
Corporates have the following game statistics.
They must come from a PeeZee background. While multicorps do hire people from other background, Corporates need a decent education and background to get them in the right place, after all, they are not the cannon fodder. A player should choose which multicorp their character works for.

Abilities:
Being a Corporate is not just about getting the job done, but also maintaining the reputation. As a result, whilst STR and DEX are nice shooting and hitting people, CHA should not be underestimated for looking the part and intimidation.

Hit Die: 1d8

    Class
    Level
    Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Wil
    Save
    Special
    1+0+0+2+2Mr Smith (-2)
    2+1+0+3+3Bonus Feat
    3+1+1+3+3Bypass Officials (+3/-)
    4+2+1+4+4Hidden Resources 1/day
    5+2+1+4+4Hard Core Charisma (+1d4)
    6+3+2+5+5Hard Core Shooting (+1d4)
    7+3+2+5+5Bonus Feat
    8+4+2+6+6Mr Smith (-4)
    9+4+3+6+6Bypass Officials (+5/-)
    10+5+3+7+7Connection
    11+5+3+7+7Hard Core Charisma (+1d6)
    12+6/+1+4+8+8Hidden Resources 2/day
    13+6/+1+4+8+8Mr Smith (-6)
    14+7/+2+4+9+9Bypass Officials (+8/+2)
    15+7/+2+5+9+9Hard Core Shooting (+1d6)
    16+8/+3+5+10+10Hard Core Charisma (+1d8)
    17+8/+3+5+10+10Connection
    18+9/+4+6+11+11Hidden Resources 3/day
    19+9/+4+6+11+11Bypass Officials (+12/+5)
    20+10/+5+6+12+12Mr Smith (-8)


Class Skills:
Chatter, Computer, Drive, Fake Out, Forgery, Gather Information, Heal, Hide, Intimdate, Knowledge (Business), Knowledge (Civics), Knowledge (Current Events), Knowledge (History), Knoweldge (Technology), Research, Sense Motive, Spot,

Skill Points at 1st Level: (6 + Int Modifier) x4
Skill Points at Each Additional Level: 6 + Int Modifier


Class Features:
All of the following are class features of the Corporate.

Weapons and Armour Proficiency:
Corporates are proficient with all advanced firearms, and light armour.

Bonus Feat:
Each time the Corporate is entitled to a bonus feat, they may choose from the following list:
Alertness, Brawler, Combat Driving, Combat Reflexes, Dodge, Double-Fisted Fighting, Double-Fisted Firearms, Focused, Improved Critical, Improved Initiative, Iron Will, Point Blank Shot, Power Attack, Quick on the Draw, Run, Skill Focus, Toughness, Vehicle Dodge, Weapon Finesse, Weapon Focus.

Bypass Officials:
Because of the knowledge the Corporate has about multicorps and organisations, they know how to get around admin procedures. This feat allows the Corporate to get around these procedures and any security procedures involving a human presence. The bonus on this feat is applied to any Fake Out skill roll or admin roll required for this purpose, applied only to the multicorp that the Corporate works for. If there is a lower second value (at Levels 14 & 19), then that value may be applied to other multicorps.

Connection:
As in Redline.

Hard Core Charisma:
As in Redline.

Hard Core Shooting:
As in Redline.

Hidden Resources:
Because they work in a multicorp which has a lot more resources than any individual, the Corporate may be able to call on these resources from time to time to help them out. These resources will be the multicorps and must be returned afterwards though, although the resources could be a weapon, vehicle or information. A Charisma check should be made against the following DCs.

    Small item, such as pistol or rumourDC 10
    Larger item, such as armour, rifle or favourDC 20
    Restricted item, such as tank, documents or large favourDC 30

A Corporate may only call upon these resources so many times a day, as indicated by the feat.

Mr Smith:
A Corporate in a suit, staring behind their dark mirrored shades, combined with their training to make them appear calm and collected, can present an imposing image. So much so that it can be difficult to read their motives or facial expressions. The modifier for this feat is applied against all skill rolls that are designed to read the corporates expression or psyche them out.


Starting Equipment:
A Corporate is not made of unlimited resources - they can generally call upon the resources of their multicorp for that. However, they do have a starting budget of $50,000 with which they can purchase anything they wish. And pay for their upkeep of course.
Index (2k)