TEXT: The Modern Dispatch
  SLEEPERS
  Page 1
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  CONTENT MANAGERs: 
  CHARLES RICE AND CHRIS DAVIS
  LAYOUT: 
  CHRIS DAVIS
  PROOFREADING: 
  DONALD KIESLING, CHRIS DAVIS
  WWW.RPGOBJECTS.COM
  #8
  SLEEPERS
  BY BILL OGDEN
  Using cryogenics to sleep 
  past the fall of civilization or 
  nuclear winter is a common 
  theme in the Post Apocalyptic 
  genre.  Such characters 
  could have vast knowledge 
  of ancient ways, technology, 
  and locations of ruins to loot.  
  They may also offer scholars 
  a rare ﬁrst person glimpse into 
  the culture of the Ancients.  
  They may be worshipped by survivors, or killed 
  for the “crime” of ruining the world, or killed for 
  simply not being strong enough to survive the Post 
  Apocalyptic world.  In the game, they could be used 
  as a plot device, someone for the players to try and 
  ﬁnd, revive, protect, and/or deliver to their home base.  
  They might be fearsome foes, armed with a vast array 
  of high-tech gear.  One or more of the players might 
  even by Sleepers.  An alternate campaign start might 
  have all players play characters in a Modern setting 
  into which the Fall comes.  
  SLEEPERS AS FOES
  (See The Last Soldier, below)
  This is the simplest method of using sleepers.  A 
  hidden base might have scientists, doctors, a variety 
  of non-combatants, and some soldiers to protect 
  them.  For example, when the computer that runs 
  a base detects the characters entering, ﬁrst robots 
  and automated defenses would be activated, and 
  eventually the ﬁrst set of frozen soldiers.  Obviously, 
  it should take some time to thaw 200lbs of ﬁghting 
  man or woman, but hopefully for the computer (and 
  the plot), the initial defenses will slow down the 
  intruders long enough for one or more sleepers to 
  be awakened.  Such opponents can be built with the 
  Sleeper Background below, and whatever equipment 
  the GM feels is appropriate.  
  SLEEPERS AS PLOT DEVICE
  (See Protect the Brain, below.)  The characters might 
  discover a sleeper and be ordered to or decide or 
  otherwise end up escorting the Sleeper somewhere; 
  to their base, to an ancient site to where the sleeper 
  can use her technical expertise, or simply to a safer 
  place.  The sleeper may already be thawed out, or 
  the characters might be the ones who awaken her.  In 
  this case it is probably better for the sleeper to be a 
  scientist or other non-combatant, someone helpless 
  to survive the Post Apocalyptic nightmare that the 
  Earth has become, but someone in possession of 
  vast amounts or a key piece of Pre Apocalyptic 
  knowledge.  Such a sleeper could be built with the 
  Sleeper Background, but should have relatively 
  low physical statistics and minimal combat ability.  
  Another possibility is that the sleeper was frozen 
  with a terminal illness, an illness incurable before 
  the Fall.  Could Mutant powers or Post Apocalyptic 
  advancements save her now?  Will she live long 
  enough to help the party with their mission?
  Slowly, carefully, the group moved forward.  They had gotten past ancient 
  automated defenses, mutant cockroaches, and a narrow escape from a 
  collapsing ceiling to get to the heart of this ruined Vault.  Tchon the Scav 
  was in front, his mutant senses alert to possible dangers.  Next was Visa, 
  whose mental prowess and knowledge of the ancients was second to 
  none.  In the rear, keeping watch for more dangers was Ranger, battered 
  assault riﬂe ready.  Ahead, lights glowed dimly beneath a thick layer of 
  dust, and strange shapes, each meters off the ﬂoor, and two and a half 
  meters long, were lined up along the walls.  Tchon carefully brushed 
  back the dust, and said with disappointment, “It’s a body, a dead person 
  preserved inside.”  Visa moved up and examined the Ancient script on 
  the control panel.  “No, not a dead body.  A Sleeper!!”
  
  The Modern Dispatch
  SLEEPERS
  Page 2
  SLEEPER AS PLAYERS
  If a player wants to play a sleeper, one big question is 
  how long ago did he wake up?  The campaign might 
  start with the Sleeper(s) just hatched out, facing a 
  motley crew of Post Apocalyptic survivors.  If the 
  GM wants to, he can even run the adventure of the 
  Survivors ﬁnding the Sleeper complex and reviving 
  them.  Or, just as the Tribal character doesn’t start 
  with his tribe, the sleeper might have woken up some 
  time ago and learned something of the world away 
  from the Vault in which he slept; basically treat it as 
  just another background
  The “Sleeper campaign” (see below) could start 
  with the characters deep in a vault, with no idea how 
  long they’ve slept, what woke them, and what dangers 
  exist.  The initial scenario will almost be a reverse 
  adventure, instead of trekking through the wilderness 
  to the ruin, then working their way inside, the PCs 
  will start deep within the ruin trying to get out.  
  SLEEPER BACKGROUNDS
  There are two sleeper backgrounds.  The ﬁrst is 
  appropriate for a “near future” fall, before the 
  invention of Lasers, Powered armor, and all the 
  other Sci-Fi items in the Twisted Earth.  This could 
  represent either a sleeper frozen before such things 
  were invented or a setting where such items were 
  developed after the Fall, in high tech enclaves or 
  elsewhere.  The second is the Advanced Sleeper, 
  appropriate for the default Twisted Earth setting and 
  other settings were Man’s civilization rose to great 
  heights before it fell.  (See Chapter 4: Gamemastering, 
  Near Future vs. Present in the Darwin’s World 
  2nd Edition rules for some comparisons on the 
  consequences of when the Fall takes place.)
  SLEEPERS 
  This background is for a character frozen in the 
  near future, when the Ancients never (or hadn’t yet) 
  developed Advanced Technology.  He might have 
  had himself frozen to save himself from the Fall, or 
  perhaps some time before the Fall, expecting to be 
  revived in a safe, technological society.  
  An example of a character with this background 
  is someone either useful enough for the government 
  to save, or with enough inﬂuence or personal wealth 
  to have it done.  Scientists, Doctors, and Soldiers 
  would be saved because of their skills, their value 
  after the Fall.  Politicians and the very rich will use 
  their inﬂuence to save themselves, their families, 
  and maybe their close friends.  Less common will be 
  ordinary citizens, frozen for experimental purposes, 
  to wait for a cure for a disease, or simply to “time-
  travel” to the future.  Now the character has awoken 
  in a devastated world, with no tribe or settlement to 
  call home.  Will he seek his own descendants to see 
  how they fared?  Will he try to ﬁnd some vestigial 
  government to which he can transfer his loyalty?  Or 
  will he use his pre-Fall knowledge to build his own 
  powerbase?
  Skills: Choose two of the following skills as a 
  permanent class skill: Computer Use, Craft (any), 
  Diplomacy, Disable Device, Drive, Knowledge (any 
  but see below), Navigate, Pilot, Repair, Research
  Bonus Feats: Sleeper characters start with the Post 
  Apocalyptic Technology Feat.
  Languages: Ancient
  Special: Sleepers cannot be Mutants.  They are 
  limited to the following Occupations:  Academic, 
  Craftsman, Demagogue, Healer, Merchant, Military, 
  and Repairman.  Sleepers cannot start with the Post 
  Apocalyptic Hero class, and Sleepers starting at 
  higher levels should seek the GMs approval for any 
  of the Advanced or Epic Classes in the Darwin’s 
  World rulebook.  Sleepers cannot start with ranks in 
  the following skills: Speak Language or Knowledge: 
  (Business, Current Events, Mutant Lore, Popular 
  Culture, Streetwise, and Twisted Earth), for sleepers, 
  this sort of knowledge would fall under Knowledge 
  (Ancients).  
  ADVANCED SLEEPERS
  This background is for a character frozen at the peak 
  of mankind’s technological advancement.  Robots, 
  energy weapons, artiﬁcial intelligences, anti-gravity, 
  space ﬂight, all the wonders of science ﬁction are her 
  reality.  She might have had herself frozen to save 
  herself from the Fall, or perhaps some time before the 
  Fall, expecting to be revived in a safe, technological 
  society.  
  As with Sleepers, examples of characters with this 
  background is someone either useful enough for the 
  government to save, or with enough inﬂuence or 
  personal wealth to have it done.  Scientists, Doctors, 
  and Soldiers would be saved because of their skills, 
  there value after the Fall.  Politicians and the very 
  rich will use their inﬂuence to save themselves, their 
  families, and maybe their close friends.  Less common 
  will be ordinary citizens, frozen for experimental 
  purposes, to wait for a cure for a disease, or simply 
  to “time-travel” to the future.  But now the character 
  is lost in a wasteland, with no tribe or settlement to 
  call home.  Will she seek her own descendants to see 
  how they fared?  Will she try to ﬁnd some vestigial 
  government to which she can transfer her loyalty?  Or 
  will she use her pre-Fall knowledge to build her own 
  powerbase?
  Skills: Choose two of the following skills as a 
  permanent class skill: Computer Use, Craft (any), 
  Diplomacy, Disable Device, Knowledge (any but see 
  below), Navigate, Repair, Research
  Bonus Feats: Advanced Sleepers characters get no 
  bonus feats and must spend one of their feats to gain 
  the Advanced Technology feat at 1st level.
  Languages: Ancient
  Special: Sleepers cannot be Mutants.  They are 
  limited to the following Occupations:  Academic, 
  Craftsman, Demagogue, Healer, Merchant, Military, 
  and Repairman.  Sleepers cannot start with the Post 
  Apocalyptic Hero class, and Advanced Sleepers 
  starting at higher levels should seek the GMs 
  
  The Modern Dispatch
  SLEEPERS
  Page 3
  approval for any of the Advanced or Epic Classes in 
  the Darwin’s World rulebook.  Sleepers cannot start 
  with ranks in the following skills: Speak Language 
  or Knowledge: (Business, Current Events, Mutant 
  Lore, Popular Culture, Streetwise, and Twisted Earth), 
  for sleepers, this sort of knowledge would fall under 
  Knowledge (Ancients).  
  THE SLEEPER CAMPAIGN  
  A Sleeper campaign, with all players initially 
  playing characters who start with one of the sleeper 
  backgrounds, will be different from most Darwin’s 
  World games.  The PCs will be ignorant of many 
  aspects of the Twisted Earth, it’s society, geography, 
  languages.  This can be an excellent way to start a 
  group Playing Darwin’s world, it’s actually better if 
  they aren’t familiar with the Twisted Earth setting, it’s 
  geography, politics, and customs.  
  There are at three general ways to start the Sleeper 
  campaign, and many variations.  
  THE WAKE UP  
  The ﬁrst is start with the PCs waking from their long 
  sleep.  They might have been frozen knowing the 
  Fall was coming or in complete ignorance.  Either 
  way, they will soon discover that all is not right with 
  the world, error messages on computer screens, 
  dust, damage to the Vault, skeletons, diaries etc. will 
  be clues to what happened.  They will eventually 
  explore the Vault in which they awoke, and either base 
  themselves in the facility, or go exploring.  
  CONVERTING AN EXISTING CAMPAIGN  
  Another method would be to convert an existing 
  d20 Modern campaign to a sleeper campaign.  This 
  can be an excellent way of starting a new campaign 
  without having to create new characters.  It could 
  also increase the sense of loss, for both players and 
  characters, only a short while ago there was fast 
  food, crowds of people, television, cell phones, now 
  there is a wasteland.  Obviously this works best with 
  a non-magic campaign, a special operations or spy/
  mercenary type game for example.  You can even 
  built up the coming Fall, with political tension, or 
  terrorist attacks, discovery of a new comet; whatever 
  is appropriate for how the GM wishes Fall to happen.  
  Eventually, the Fall will start, and the PCs will have 
  to make their way to the Vault to be frozen (see 
  Adventures, below).  
  In this case characters will probably not have 
  the Sleeper background, but conversion should be 
  simple.  Ranks in Knowledge skills such as Business, 
  Current Events, Popular Culture, and Streetwise 
  can be converted to Knowledge: Ancients.  (The 
  Post Apocalyptic version of those skills will be very 
  different than the Pre Apocalyptic versions.)  If the 
  player has too many ranks in those 4 skills, the PC 
  could have Knowledge: Ancients at max, and lower 
  the other skills appropriately.  (Example, Sam the 
  soldier has 1 rank in each of those skills; he ends up 
  with 4 ranks of Knowledge: Ancients.  His fellow 
  Sleeper Pete the psychologist is 1st level, and has 4 
  ranks of Business and 2 ranks in each of the other 3 
  skills. A total of 10 skills ranks.  He ends up with 4 
  ranks of Knowledge Ancients, 4 ranks of Knowledge: 
  Business, and 1 rank in the other 3 skills, still a total 
  of 10 skill ranks.)
  START BEFORE THE FALL
  The ﬁnal method is to create characters with one of 
  the Sleeper backgrounds, but start playing them before 
  the Fall.  Depending on the characters, there could be 
  mundane Modern adventures, possibly foreshadowing 
  things to come as described above.  Eventually the 
  Fall comes, and the characters must make their way to 
  the Vault to be frozen.  
  The simplest way is to use a “Near Future” fall, and 
  the Sleeper background, not the Advanced Sleeper 
  Background.  If you allow the Advanced Sleeper 
  background, you may be forced to come up with a lot 
  of details about a future society which will soon cease 
  to exist.  Alternately, you can use a “Near Future” 
  setting, but allow the characters access to advanced 
  training.  
  OTHER BACKGROUNDS  
  Other backgrounds might be allowed.  If society is 
  crumbling before the actual fall, there might well be 
  Ritual Preservationist groups, like the Cargo Cults, or 
  even Feral types in the depths of futuristic cities.  The 
  big question is, why would such characters be frozen?  
  Obviously, the GMs word is ﬁnal for such cases.  
  MUTANTS
  Unless your Prefall setting has a lot of background 
  radiation, no Sleeper would be a mutant, which could 
  make a Sleeper campaign somewhat bland.  However, 
  if you rename Mutant to Genetically Engineered, it 
  could work.  Perhaps the gengineering program was 
  a failure, for each improvement (Mutation) there 
  was a downside (Defect) except in very rare cases 
  (for example if the PC took the Remove Defects 
  feat at 1st level).  It is suggested that Genengineered 
  PCs ﬁt a theme, such as a “super soldier”, a Psi, or 
  a gengineered Spy.  Some mutations would also be 
  rare in genengineered PCs.  Of course, they might 
  be present as an unintended side effect of the genetic 
  manipulation.  They might simply be not available, or 
  might cost 2 mutations to have them.  As always, the 
  GMs word is ﬁnal.  
  “MUTATIONS” BY THEME
  Super Soldier: Aberrant Endoskeletal Encasing, 
  Accelerated White Blood Cell Activity, Blindsight, 
  Energy Immunity (energy weapons), Extreme 
  Resilience, Increased Body Density, Increased 
  Movement, Independent Cerebral Control, or 
  Sensitive Sight
  Psi: Adrenaline Control, Autism, Dual Cerebellum, 
  
  The Modern Dispatch
  SLEEPERS
  Page 4
  Independent Cerebral Control, Pyrokinetic Pulse 
  Generation, and at least one Neural Mutation
  Spy: Chameleon Epidermis, Fragrance 
  Development, Hyper Olfactory, Increased Movement, 
  or Sensitive Sight
  Rare “mutations” for Genengineered: Aberrant 
  Horn Development, Acid Excretion Glands, 
  Additional Limb Development, Claws, Complete 
  Wing Development, Dermal Suction, Dermal Poison 
  Sap, Dual Headed, Elongation, Epidermal Acid 
  Enzymes, Light Distortion Field, Multiple Stomachs, 
  Serrated Dental Development, Simian Deformity, 
  Spontaneous Electric Change Generation or Stench
  WEALTH/POSSESSIONS 
  It’s simpler to use the Darwin’s world money and 
  prices, a modern character will also own a vast array 
  of clothing, furniture, DVDs, etc., but most of that 
  would have little effect on Post Apocalyptic survival.  
  What the characters “buy” with their starting money 
  would represent either items bought speciﬁcally 
  for survival, or items the character can scrounge up 
  around their home.  Some items could be allowed 
  for free, such as a cell phone or vehicle.  Alternately, 
  you could use standard d20 Modern Wealth rules, 
  but some players might use the system to buy or start 
  with large amounts of gear, which might require GM 
  supervision.  Depending on how quickly the crisis 
  builds up to the fall and therefore how much warning 
  the characters have, the characters might have weeks 
  to stock up on supplies or only a few hours.  Naturally, 
  what they have before the Fall and what is still 
  available when they are ﬁnally thawed is up to the 
  GM.  
  ADVENTURES
  For the Start Before the Fall and the Convert an 
  Existing Campaign, the ﬁrst few sessions could be 
  normal d20 Modern adventures.  This can give the 
  PCs some experience, and establish the characters as 
  friends, and be used to foreshadow the coming Fall 
  with rumors and news reports of political unrest, an 
  approaching comet, mysterious ﬂu, etc depending 
  on what causes the Fall.  Once it ﬁnally happens, the 
  PCs will presumably head for the Vault to be frozen.  
  Initially, they might not even be aware of the Sleeper 
  program.  Or it’s possible that they are on a list, and 
  are contacted and told they need to get to a particular 
  place by a certain time.  Swarms of refugees, looting, 
  martial law, and hedonistic behavior by those who 
  feel they won’t survive, power outages and other 
  crisis will be the obstacles faced by the characters.  
  There should also be examples of heroism, stubborn 
  police or military trying to do their jobs, doctors 
  working frantically to save as many of their patients 
  as they can, etc.  The characters may also witness 
  events that later impact the Post Apocalyptic world.  
  For example, Dr. Gunderson at the emergency room 
  tries to help as many people as possible.  In the Post 
  Apocalyptic setting, a local Ritual Preservationist 
  society worships the god of healing Gundson.  A 
  National Guard convoy takes many refugees out of 
  the city to the safety of hills.  In the Post Apocalyptic 
  setting, the Natgar tribe still roams those hills.  The 
  sleepers themselves might be subject of legend; a 
  tribe or society, possibly descended from technicians 
  or guards, might have legends of the Sleepers, even 
  preserved photographs and ofﬁcial documentation 
  from the Sleeper program.  
  CAMPAIGN FOCUS: REBUILDING THE PAST
  A campaign could take the Sleeper focus to the 
  extreme, and concentrate on Sleepers and their impact 
  on the Post Apocalyptic world.  Obviously they can 
  wake up to a “typical” Post Apocalyptic world, with 
  some high tech societies, some low tech, mutants, 
  madmen, etc.  At ﬁrst the characters explore and learn 
  about the society, but after a while they may simple 
  become another band of survivors, with little to 
  differentiate them from others.  
  But another possibility is that the Fall was so long 
  ago and so devastating that no high tech society 
  survived, all non-sleepers are Feral, Tribal, or 
  Resentful.  (Modiﬁed forms of the other Backgrounds 
  such as Ritualistic Preservers would work, but 
  societies with Technology higher than Primitive 
  Technology should be extremely rare or preferably 
  non-existent.)  The sleepers would be the only ones 
  with knowledge of the lost technology and science.  
  A campaign in this setting could be more about 
  rebuilding society and less about ﬁghting Raiders and 
  looting high-tech artifacts.  Knowledge of gunpowder, 
  the printing press, even the spinning wheel could be 
  more valuable than an Assault Riﬂe.  
  ADVENTURE OUTLINE: 
  THE LAST SOLDIER 
  This can be added to any existing adventure, to add a 
  simple nighttime encounter, or a longer-term scenario 
  with the characters being hunted by the Soldier.  
  The characters make camp near an ancient outpost 
  or building.  After searching and looting it, they settle 
  down for the night.  But while they sleep, ancient 
  computers follow their instructions, and wake the Last 
  Soldier (he was frozen in an area the PCs couldn’t get 
  to, if they even ﬁnd the underground portion of the 
  ruin.)  He will observe the party, possibly following 
  them for some time, and eventually try to capture one 
  for interrogation.  He will be a dangerous foe, or a 
  useful ally.  
  IN THE NIGHT  
  Depending on how the Soldier gets out of the Vault, a 
  successful Listen check might hear the ancient hatch 
  opening, pushing aside dirt and other debris.  It is 
  recommended that if the PCs investigate, the hatch 
  will be closed and secured; while the characters 
  investigate the hatch, the Soldier backtracks them to 
  
  The Modern Dispatch
  SLEEPERS
  Page 5
  their camp and investigates, when the PCs return, a 
  Spot check DC 15 will tell them that someone has 
  been there.  Efforts to follow the Soldier’s tracks 
  should be difﬁcult, both from the darkness and 
  because he will hide his trail, raising the DC by +5 
  (see Track feat in d20 Modern) and he will likely 
  ambush them.  
  SUBSEQUENT ATTACKS  
  He may ambush the PCs, or track and observe them, 
  trying to ﬁgure out if they are friend or foe.  
  The Last Soldier (Fast Hero 2/Strong Hero 2/
  Soldier 2): CR 6; Medium Size Humanoid; HD 
  2d8+4 plus 2d8+4 plus 2d10+4; HP 41; Mas 14; Init 
  +3; Spd 35 ft (30 ft wearing vest); Defense 25, touch 
  19, ﬂatfooted 23 (+2 Dex, +7 class, +6 equipment); 
  BAB +4; Grap +5; Atk +5 melee (1d4+2, ﬁsts), or +5 
  melee (d6+2, riﬂe butt) or +8 ranged (3d12+2, Laser 
  Riﬂe); FS 5 ft by 5 ft; Reach 5 ft; SQ see below; AL 
  USA; SV Fort +6, Ref +7, Will +1; AP 3; Rep +0; Str 
  12, Dex 16, Con 14, Int 12, Wis 13, Cha 10.
  Occupation: Military (Survival)
  Background: Advanced Sleeper (Knowledge 
  [Tactics], Repair)
  Skills: Balance +0, Climb -2, Drive +7, Hide +2, 
  Knowledge (Ancients) +2, Knowledge (Tactics) 
  +9, Listen +7, Move Silently +2, Profession (career 
  military) +7, Repair +7, Spot +7, Survival +7, Tumble 
  +0
  Feats: Advanced Technology, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Combat Martial 
  Arts, Educated, Personal Firearms Proﬁciency, Simple 
  Weapon Proﬁciency
  Talents: Increased Speed, Melee Smash
  Class Features: Weapon Focus (Laser Riﬂe), 
  Weapon Specialization (Laser Riﬂe)
  Possessions: Tactical Vest, Laser riﬂe, spare 
  Power Beltpack, Copper Identity Card (military), full 
  survival kit
  Notes: As a foe, the Last Solider will use hit-
  and-run tactics to try to wear down his opposition.  
  As a potential ally, he will likely try to seek some 
  organization both worthy of his loyalty and which 
  needs his skills and training.  He is likely to have 
  many archaic beliefs, such as the idea of equality for 
  women.  He also likely (at least, by the standards of 
  other denizens of the Twisted Earth) to be wasteful 
  of high tech items such as ammunition; old habits are 
  hard to break
  If you wish to use a Sleeper instead of an Advanced 
  Sleeper, make the following changes:
  Background: Sleeper
  Feats: remove Advanced Technology and Futuristic 
  Firearms Proﬁciency, Add Personal Firearms 
  Proﬁciency, Quick Reload
  Possessions: change weapons to: M-16 with 3 spare 
  full clips, Beretta 92F with 2 spare full clips
  FOLLOW UP ADVENTURE  
  If the soldier and the PCs become allies, he might lead 
  them into the Vault where he was frozen, or to other 
  Vaults.  
  ADVENTURE OUTLINE: 
  PROTECT THE BRAIN 
  The characters are hired or ordered to escort a recently 
  awakened sleeper to safety.  Alternately, they may 
  ﬁnd and revive the sleeper, and decide to take him to 
  a settlement, either to sell to the highest bidder or for 
  more altruistic reasons.  The sleeper has no survival 
  or weapon skills, but possesses skills and abilities that 
  could be quite valuable.  
  Doc Brown (Smart Hero 5/Scholar 1): CR 6; 
  Medium Size Humanoid; HD 5d6 - 5 plus 1d6 - 1; 
  HP 17; Mas 8; Init +2; Spd 30 ft; Defense 15, touch 
  12, ﬂatfooted 13 (+2 Dex, +3 class); BAB +2; Grap 
  +2; Atk +2 melee (1d3+0, ﬁsts), or +4 ranged (by 
  weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ none ; AL 
  none; SV Fort +0, Ref +4, Will +5; AP 3; Rep +3; Str 
  10, Dex 14, Con 8, Int 16, Wis 13, Cha 12.
  Occupation: Academic (Knowledge [Physical 
  Sciences], Knowledge [Technology], Research)
  Background: Advanced Sleeper (Craft 
  [mechanical], Repair)
  Skills: Computer Use +13, Craft (chemical) 
  +8, Craft (electronic) +18, Craft (mechanical) 
  +18, Craft (Structural) +8, Knowledge (Ancients) 
  +13, Knowledge (Earth and Life Sciences) +13, 
  Knowledge (Physical Sciences) +14, Knowledge 
  (Technology) +14, Knowledge (Tactics), +6, 
  Profession (military R&D) +6, Repair +18, Research 
  +12, Search, +8, Spot +6
  Feats: Advanced Technology, Builder (Electronic, 
  Mechanical), Educated (Earth and Life Sciences, 
  Technology), Educated (Technology, Ancient Lore), 
  Gearhead, Modern Firearms Discipline, Modern 
  Vehicles Discipline, Simple Weapon Proﬁciency
  Talents: Savant (Craft (electronic), Craft 
  (mechanical), Repair)
  Class Features: Ancient Secret (Modern Vehicles 
  Discipline, listed above)
  Notes:  Doc Brown was a researcher working on 
  the next generation of improved combat vehicles.  He 
  was frozen, perhaps the base he was in was hit and 
  buried, or perhaps he has a disease or illness which 
  needs curing.  In combat he is likely to freeze, or run 
  in panic.  
  
  The Modern Dispatch
  SLEEPERS
  Page 6
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  edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
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  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must afﬁx such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-
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  5.Representation of Authority to Contribute: If You are contributing original 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #8 2004, RPGObjects; Author Bill Ogden 
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood 
  and Vigilance, Blood and Circuits, Blood and Relics.
  Designation of Open Gaming Content: The following sections of Modern 
  Dispatch #8 is designated as open gaming content except for terms deﬁned as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  The character backgrounds and NPC statistics blocks are open content.   All 
  other content is closed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 008 - Sleepers.pdf