Age of Regret

First, a Premise

Following a massive angel investment, the Large Hadron Collider shuts down for an eighteen-month overhaul. Shortly thereafter, the Higgs boson is detected... as it smashes into a second boson. The infintesimally short collision carves a gash in the fabric of our reality as it traverses the accelerator's 17-mile circumfrence.
 
The resultant portal to what would soon be called the Underworld spewed forth terrors unheard of. The laws of its twisted reality seeped into Earth, saturating our world with supernatural possibilities and permitting the survival of the creatures that followed. Even the good that emerged, little as it was, offended humanity by its very existance.
 
That was a generation ago.
 
Imagine how people in fantasy stories live with the knowledge that a dragon roosts mere miles from their village. They occasionally have to fend off incursions from goblin tribes. Most of all, heroes roam the land, rare in their capacities. These few drive back the darkness because of their own light, their sacred need to protect the world from What Lies Beneath.
 
Give them computers and cars, guns and gravitas. Let monsters inhabit our skyscrapers, infest our sewers, insinuate themselves into our lives – our heroes will put them down.
 
Inspirations: John Steakley's Vampires; Supernatural.

Justifications

Not everything in Pathfinder fits in the modern world. Let's take them one thing at a time.

Alignment

The PCs are crusaders against what Should Not Be. You can only choose to be Good-aligned.
 
But paradigms aren't modular. The way you see the world, the mentality that makes you Neutral Good, has the chance of cracking when you become too Lawful or Chaotic.
 
Alignment violation triggers a Will save, DC 15 for repeated minor infractions, 20 for significant infractions, and 25 for major infractions. Failure causes your alignment to shift one step in the direction of your infraction and triggers a second Will save at the same DC. Failing this second save causes your alignment to shift one step along the other axis, as well.

Patron Deities

The mythic gods of civilizations past haven't exactly returned, but veneration of them seems to bestow power. It's theorized that they reside in the Underworld, holding open the portal in order to give humanity a fighting chance. Whatever the reason, players choose patron deities from whatever mythological pantheon they like: Greek, Pharonic, Aztec, etc. The GM will assign five domains and a favored weapon to that deity.

Rules 

Pathfinder Modern is assumed to use only the Pathfinder Core Rulebook. Feel free to include any others at your own risk.

Race

Only humans, folks! Sorry. Knowledge of non-human humanoids is incorporated into Knowledge (nature).

Skills

Computer and Drive are class skills for every all classes. Neither requires training to use, but Drive is affected by armor check penalties.

Computer

Use the Disable Device rules to approximate computer use: research, hacking, etc.

Drive

Use the rules for Fly to approximate driving.

Feats

Licensed Adventurer (Special)

An official source has licensed you to hunt monsters.
Prerequisites: GM approval
Benefit: You are a peace officer, allowing you to make Diplomacy rolls for certain actions at reduced DC. You can, for example, request backup from local law enforcement or gain expedited permission to speak to the mayor (or dynamite a downtown office building). In addition, you may purchase armor-piercing ammunition without violating your alignment.
Special: This feat is intended as a bonus feat the GM grants to all players who fulfill the requirements of the license. I expect this means either attaining a certain character level or performing some significant monster-fighting deed.

Rapid Reload

[Altered rules go here.]

Equipment and Wealth

Firearms

Firearms are ranged martial weapons, each with ten range increments. Characters proficient with martial weapons are proficient with firearms. Characters proficient with shortbows are also proficient with light pistols and light revolvers.
 
Every firearm has a capacity, the number of shots a character can make with the weapon before needing to reload (though not always the number of actual rounds it holds). It takes a standard action to reload a light or one-handed firearm and a full-round action to reload a two-handed-firearm, all of which provoke attacks of opportunity.
 
Firearms misfire on a natural 1. Until the misfire is cleared, a weapon which has misfired cannot fire again. Clearing a misfire requires a standard action for one-handed firearms or a full-round action for two-handed firearms, both of which provoke attacks of opportunity.
 
Like crossbows, firearms can be fired from prone with no penalty. Being ranged weapons, however, firing one in melee provokes attacks of opportunity.
 
Though firearms can support magical enhancement, ammunition has proven trickier. Only adamantine, cold iron, and silver-core rounds may be improved with magic; attempts at enhancing firearms and other forms of ammunition fail.
 
Suppressive Fire: If you are wielding a firearm with at least four shots remaining, you may spend these four shots to suppress an conical area the size your your range increment as a standard action. Until the beginning of your next turn, creatures in the suppressed area (and those who enter it) gain the entangled condition while they remain in the area.
 
Autofire: While wielding a firearm that’s autofire-capable and which has at least half a full magazine, make a single attack roll and apply it against every target within a cone the size of your range increment as a full-round action. You receive a +2 to this attack roll and suffer a -2 penalty to AC until your next turn. This empties the magazine and automatically counts as suppressive fire. 
 
Weapon Cost Damage Critical Range Capacity Weight Ammo
Light Firearms
Light pistol 25 gp 1d6 x3 20 ft. 15 1 lb. any
Heavy pistol 40 gp 2d6 x3 20 ft. 8 2 lbs. any
One-Handed Firearms
Light revolver 35 gp 1d6 19-20/x3 20 ft. 6 1 lb. any
Heavy revolver 60 gp 2d6 19-20/x3 20 ft. 5 2 lbs. any
Two-Handed Firearms
Shotgun 70 gp 3d6 x3 20 ft. 7 4 lbs. H, NL, shot
SMG* 65 gp 3d6 x3 20 ft. 10 3 lb. S
Rifle 70 gp 3d6 x3 100 ft. 5 5 lb. S, AP
Assault rifle* 100 gp 4d6 x3 30 ft. 12 7 lb. S, AP
Ammunition Cost Damage Critical Type Case Weight Special
Standard 2 gp - - P 50 2 lb.
• Adamantine 3000 gp - - P 50 2 lb. see text
• Cold iron 50 gp - - P 50 2 lb. see text
• Silver-core 50 gp - - P 50 2 lb. see text
High-damage 10 gp d8s x4 P 50/20 2 lb.
Armor-piercing 10 gp - - P 50 2 lb. see text
Non-lethal 10 gp - - B(NL) 50/20 2 lb.
Shot 10 gp - - P 20 2 lb. see text
* Indicates the weapon is autofire capable.
S = standard, H = high-damage, AP = armor-piercing, NL = non-lethal.
 
Armor-piercing rounds: Attacks made with armor-piercing rounds against a target within the first range increment are treated as touch attacks. Buying and using them is, however, illegal if you aren't licenced; this is a chaotic act.
 
Assault rifleAssault rifles are capable of autofire. For rules simplicity, the assault rifle is assumed to be burst-fired. Its capacity represents the number of attacks a character may make with it, not the actual number of rounds it contains. Each shot expends three rounds of the same type; shots of mixed types or compositions of rounds use the worst stats of all rounds fired.
 
High-damage ammunition: This covers hollowpoint rounds and shotgun slugs. High-damage ammunition upgrades the weapon's damage to d8s and its critical multiplier to x4. Hollowpoint rounds come in cases of 50, while slugs comes in cases of 20.

Non-lethal ammunition: This covers rubber bullets and beanbag shells. Non-lethal ammunition inflicts nonlethal bludgeoning damage.

Pistol: A character can use a pistol two-handed as a simple weapon.
 
Revolver: The old standby. The reloading rules assume the use of a quickloader. 
 
Rifle: Adding a scope to a rifle is a good way to flavor the masterworking of it.
 
Shot: Shot spreads enough that it is resolved similar to a line effect, blowing through the first target to hit a second. Apply your attack roll to the first creature up to 20 feet directly behind your target; should your attack hit, that secondary target takes half damage from your attack. This is not affected by whether you hit your primary target.
 
Shotgun: A pump-action combat shotgun has a capacity of 7. A break-open shotgun with its barrel sawed off has a range increment of 10 feet, a capacity of 2, and weighs 2 lbs. It can be fired (but not loaded) with one hand.
 
SMG: Submachine guns are capable of autofire. Despite being a two-handed firearm, SMGs may be reloaded with a single move action. As with the assault rifle, burst-fire is assumed. Each shot expends three rounds of the same type; shots of mixed types or compositions of rounds use the worst stats of all rounds fired.
 
You can fire (but not load) an SMG with one hand at a –2 penalty on attack rolls. You can fire an SMG with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
 
Standard rounds: Standard rounds can be made of adamantine, cold iron, or with a core of silver (which negates the usual damage penalty for alchemical silver). Rounds composed of these special materials are capable of holding a magical enhancement (the masterworking cost still applies).
 
Armor Attitudes

Wealth & Gear

Wealth is abstracted in Age of Regret. You have enough money to pay for gas, food, lodgings, and the like, provided you're frugal enough to refuse unnecessary luxuries. (Should you indulge yourself, the GM is encouraged to charge you whatever she likes, irrespective of precedent or rationale.) The general rule is: if it's not necessary for the Hunt, you have better things to spend your money on.
 
Use the Wealth-by-Level guidelines to determine character worth. Then, equip the character with one of the following kits.
Hunter’s kit: A prepared hunter is rarely a dead one. The character is assumed to have any number of reasonable nonmagical items, each valued at no more than 50 gp, excluding weapons, armor, and shields. This kit weighs 20 lbs.
 
Hunter's kit, light: A smaller version of the hunter’s kit, this item has five uses before it must be replenished or replaced for 50 gp. It weighs 10 lbs.
Commerce, therefore, occurs only for weapons, armor, shields, magic items, and mundane items costing more than 50 gp.
 
Teamwork
 
 
d20 Yeah, I went on a mission with <teammate>...
1 ... but that kid would've died anyway. Probably.
2 ... and I hope she can forgive me for what I did.
3 ... and I hope she's learned her lesson by now.
4 ... and now it's on me to save her from the dark.
5 ... and I'll never stop loving her.
6 ... and I have to even the score.
7 ... and that's a debt I'll never be able to repay.
8 ... and, one day, I'll make things right between us.
9 ... but she never told me what the Master said.
10 ... and that's how we got our matching scars.
11 ... and I can't believe she's forgotten what happened to us.
12 ... and it cost us both, but I think I cost her more.
13 ... but I never earned her trust the way she earned mine.
14 ... and we swore we'd never make the same mistakes as then.
15 ... but maybe, this time, I'll redeem myself to her.
16 ... and this new mission is suspiciously similar to that one.
17 ... and I think it changed her for the worse.
18 ... and I don't think I can keep this secret much longer.
19 ... and that's when I learned how dangerous a hunter can be.
20 ... but this time, she can be the bait.
 
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