TEXT: d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., 
  a subsidiary of Hasbro, Inc., and is used with permission. 
  Dungeons & Dragons(R) and Wizards of the Coast(R) are 
  registered trademarks of Wizards of the Coast, Inc., a subsidiary 
  of Hasbro, Inc., and are used with permission.
  WWW.RPGObjects.COM
  by Charles Rice 
  INTERIOR ART
   Joseph Wigfield 
  cartography
  Clayton Bunce
  NPC Statistic Blocks
  Paul King
  PROOF READING
  CHARLES Baize
  LAYOUT
  CHRIS DAVIS
  Blood and Guts: 
  Inside Vossburg Supermax
  Bibliography
  Virginia Department of Corrections: 
  http://www.vadoc.state.va.us/
  Gangs or Us: 
  http://www.gangsorus.com/index.html
  
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  Inside Vossburg Supermax
  Inside Vossburg Supermax
  Welcome to Inside Vossburg Supermax, where we take you 
  inside one of the most dangerous places imaginable: a Level 
  6 super-maximum security prison. This sourcebook will give 
  you all the information you need to use the Vossburg prison 
  as a recurring location in your campaign, the setting for a 
  one-time adventure, or as the focus of an entire campaign. 
  To bring Vossburg Supermax to life we provide you with 
  new allegiances, advanced classes, prestige classes, skills 
  and feats for those who guard the worst of the worst and for 
  those who are the worst of the worst.
  A full map of the facility is also provided, along with a 
  selection of NPCs who inhabit the Vossburg Supermax. 
  Finally a series of campaign models that revolve around the 
  prison are presented.
  So enjoy your time inside. Here’s hoping it’s not more 
  time than you can handle.
  Prison Primer
  Prisons are broken down into six different security levels. 
  Predatory (prisoners who prey on other prisoners), violent, 
  and escape risk prisoners are incarcerated in facilities with 
  better security. This also serves to keep these inmates away 
  from non-violent and ﬁrst time offenders.
  Level 1 (Low Security) 
  These prisons often have amenities others do not and tend 
  to be small facilities where prisoners live in dormitory 
  style housing. Only non-disruptive prisoners who have not 
  been convicted of a homicide, sex crime or kidnapping are 
  assigned to level 1 prisons. Prisoners deemed an escape 
  risk are also ineligible for assignment to a level 1 facility. 
  Prisoners in these facilities are often in work-release 
  programs and similar rehabilitation programs, actively 
  working to reenter society.
  Assignment Criteria: No murder 1 or 2, robbery, sex-
  related crime, kidnapping, felonious assault ﬂight/escape, 
  carjacking, or malicious wounding. No escape risks. No 
  disruptive behavior.
  Level 1 (High Security)
  Level 1 High Security prisons house prisoners who have 
  committed more serious crimes including robbery and 
  assault but still do not house criminals convicted of murder 
  or sex offenses. Inmates who have a history of disruptive 
  behavior (who are not eligible for assignment to Level 
  1 Low Security) but have not engaged in disruptive 
  behavior for the past two years may also be assigned 
  to Level 1 High Security.
  Assignment Criteria: No murder 1 or 2, sex offense, 
  kidnapping, escape history. No disruptive behavior in the 
  last two years. 
  Level 2
  Level 2 prisons house criminals who have been given 
  life sentences, but are eligible for parole, as well as those 
  who have attempted to escape in the past. These facilities 
  sometimes have on-site work centers such as farming or 
  manufacturing facilities allowing inmates to work and 
  contribute to society in a secure structured environment.
  Assignment Criteria: No escape history within ﬁve 
  years. Single life sentence if eligible for parole. No 
  disruptive behavior in the last two years.
  Level 3
  Level 3 prisons house criminals who have already served 
  a great deal of time and have still longer to serve for 
  extremely serious offenses. 
  Assignment Criteria: Single and multiple life sentences. 
  Inmate must have served twenty years or more. Minimum 
  two years without disruptive behavior required before 
  transfer to Level 2 facility will be considered.
  
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  Inside Vossburg Supermax
  Level 4
  Level 4 prisons house dangerous long-term offenders who 
  are a risk to the population as well as their fellow prisoners. 
  Level 4 facilities will also hold inmates at risk from other 
  inmates in protective custody.
  Assignment Criteria: Long-term sentences including 
  single and multiple life sentences. Minimum two years 
  without disruptive behavior required before transfer to Level 
  3 facility will be considered.
  Level 5
  Level 5 facilities house dangerous inmates with a history 
  of escape attempts and predatory behavior toward other 
  inmates. Level 5 facilities are also where death row inmates 
  are held in special solitary populations while awaiting 
  execution.
  Assignment Criteria: Long-term sentences including 
  single and multiple life sentences. Minimum two years 
  without disruptive behavior required before transfer to Level 
  4 facility will be considered.
  Level 6
  These prisons are the home to the worst of the worst. 
  Prisoners assigned to Level 6 facilities have often killed 
  prisoners while incarcerated, are involved in prison gang 
  activity or continue to orchestrate criminal activities to 
  associates on the outside.
  Assignment Criteria: Disruptive, assault-prone, severe 
  behavior problems, predatory behavior, severe escape risks. 
  Minimum two years without disruptive behavior required 
  before transfer to Level 5 facility will be considered.
   
  Inside Vossburg: Physical 
  Description
  Vossburg has four main cellblocks A-D. Each of these 
  cells house 2 prisoners in a dormitory style environment. 
  Cellblocks A-D are High Security cells. The doors have a 
  hardness of 10, 120 hit points, and a break DC 40. 
  Any damage inﬂicted on a cell door, whether that damage 
  succeeds in breaking the door or not will activate an alarm. 
  Sensors in the security station will tell the guards there 
  which cell has been damaged. The guard in that station will 
  hit the panic button locking down the entire cell block and 1-
  2 guards will arrive every 1-10 rounds.
  The cells are controlled from security stations located 
  between each cellblock. A key is required to activate the 
  security board in these rooms, and then each cell may be 
  individually opened or closed, or a panic button may be 
  pushed locking down all cells and separating the cellblocks 
  
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  Inside Vossburg Supermax
  Inside Vossburg Supermax
  from each other. 
  Activating the security systems in these stations to open or 
  close individual cells without a key takes a Disable Device 
  check (DC 25). It is impossible to use the Disable Device 
  skill to open a cell door from inside the cell; this can only 
  be accomplished at the security stations. Pushing the “panic 
  button” to lock down a cellblock does not require a key and 
  is a move action.
  Getting into a security station would be the goal of any 
  escaping prisoner, especially one looking to seize control of 
  Vossburg (which would be easily done by releasing all the 
  inmates). Each security station is a high security area with 
  a hardness of 10, 120 hit points, and a break DC of 40. The 
  locks to these rooms can be picked with a Disable Device 
  check of 20.
  High Security Areas 
  Cellblocks E, F, G and H are for more dangerous prisoners 
  (including most of the NPCs detailed later in this volume) 
  and house one prisoner per cell. These cells are ultrahigh 
  security with a hardness of 20, 150 hit points and a break 
  DC of 40. They are individually controlled and monitored 
  from an ultrahigh security monitoring room. Taking any 
  suspicious action (including approaching the cell doors) will 
  result in immediate action from the guards in this area. Off 
  duty sharpshooters are stationed near these cells and prisons 
  that contain SORT teams (like Vossburg) will also have those 
  forces stationed in a ready room near these areas.
  The Yard 
  The most dangerous times for prisoners and guards at 
  Vossburg are meal time and recreation time. These are 
  the only times the prisoners are allowed to congregate in 
  numbers. During recreation time, sharpshooters are stationed 
  on the catwalks above Vossburg’s two baseball and two 
  basketball courts. Guards, including K-9 units, are stationed 
  on the ground to break up minor disturbances. But the 
  captain of the guard can order sharpshooters to take care of 
  any potentially destabilizing situation, including an attack on 
  the guards themselves.  
  Note that high security inmates are never allowed to 
  mingle with the general population of prisoners. These 
  inmates eat in their cells and take recreation individually.
  Campaign Models
  Bring ‘em back alive
  The players are part of the U.S. Marshals Special Operations 
  Group (SOG). Members of the SOG could come to 
  Vossburg for a number of reasons in keeping with their 
  unit’s assignments. The characters might be called in to 
  assist guards in putting down a riot, or be asked to transfer a 
  dangerous prisoner to another institution. They might even 
  be asked to track down an escaped inmate and return him to 
  Vossburg. 
  For a longer campaign, characters of the SOG could be 
  called to Vossburg to help contain a massive riot and ﬁre. In 
  the aftermath, it is discovered that a dozen prisoners escaped. 
  The PCs could then be given the assignment to track one or 
  more of them down, returning them to Vossburg. 
  Or the SOG agents could be assigned to protect the 
  warden or a prisoner from a death threat, in preparation for 
  an upcoming trial of immense importance. If the warden or 
  guards at the prison turn out to be corrupt, or a riot breaks 
  out during the PCs’ stay at the prison, this assignment could 
  get extremely dangerous in a very short period of time.
  Inside
  This is a very dark and gritty campaign model and not for 
  the faint of heart. The players take the roles of inmates at 
  Vossburg, serving hard time. Most inmates at Vossburg will 
  be in prison for the rest of their lives, and the PCs are no 
  exception.
  Adventures will involve protecting yourself (and your 
  close personal friends) from predatory inmates, buying and 
  selling contraband (perhaps to other prisoners or guards 
  to purchase favors or protection). The ultimate goal of the 
  campaign could be simply to exist peacefully, riding out your 
  time in Vossburg and being transferred to a less dangerous 
  prison. Alternatively, the characters might band together 
  to expose a corrupt gang of guards, or remove a dangerous 
  predator from their midst. For some the ultimate goal will be 
  escape and a life of freedom.
  A dangerous twist on this campaign model could have 
  one or more PCs be undercover police or FBI agents sent 
  to Vossburg for some reason. Perhaps clandestine contact 
  is needed with a prisoner, who would be killed if seen 
  talking to a federal agent. Perhaps charges of corruption are 
  so rampant at Vossburg that the government has decided 
  to conduct a sting operation. Either way, this is a very 
  dangerous assignment for any character. As prisoners, 
  they will have to protect themselves like any other inmate, 
  and deal with the guards to coexist. Should their role be 
  discovered, things could be much, much worse… surrounded 
  by prisoners who would love the chance to vent their 
  frustrations on a helpless police ofﬁcer (and if the guards are 
  corrupt as well, there would really be no one to turn to).
  You want me on that wall, 
  you need me on that wall
  The players are part of the guard contingent at Vossburg; 
  outnumbered by inmates ten to one; protecting society from 
  the worst of the worst. The players could be regular prison 
  guards, or elite members of a SORT team.
  Characters will be responsible for both preventing the 
  escape of inmates and also protecting inmates from each 
  other. During meal time or recreation time, when inmates 
  congregate, this can be especially difﬁcult, and might require 
  a character to get between two convicted murderers.
  Characters will also engage in cell and prisoner searches, 
  looking for contraband, and will be on the lookout for any 
  
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  Inside Vossburg Supermax
  gang activity, from congregations of known gang members, 
  to the ﬂashing of a subtle hand signal, a perceptive character 
  could prevent the murder of an inmate.
  NPCs
  Bartholomew, John 
  Level 12 (Strong Hero 5 / Tough Hero 7): CR 12; HD 
  5d8 + 7d10 + 39; hp 100; massive damage 16; AP 6; Init +1 
  (Dex +1); Spd 30’; Defense 18, Touch 18, Flat-footed 17 
  (+7 class, +1 Dex) (Defense increases by 1 against melee 
  attacks); BAB +10/+5; Full Atk +16/+11 (1d4+7/19-20/x3 
  unarmed lethal or 1d8+7/19-20/x3 unarmed non-lethal); SQ 
  DR 3/-; AL Hell’s Kitchen gang; Occupation Athlete (Climb, 
  Jump, Swim / Brawl); Reputation +3; SV Fort +10, Ref +4, 
  Will +3; Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 9 
  Skills: Climb +15 (8), Jump +12 (7), Knowledge 
  (streetwise) +14 (15), Swim +6 (0)
  Feat: Advanced Combat Martial Arts, Athletic, Brawl, 
  Combat Martial Arts, Defensive Martial Arts, Heroic Surge, 
  Improved Brawl, Improved Combat Martial Arts, Improved 
  Knockout Punch, Knockout Punch, Simple Weapons 
  Proﬁciency, Streetﬁghting, Toughness
  Talents: Advanced Melee Smash, DR 1/-, DR 2/-, DR 3/-, 
  Improved Melee Smash, Melee Smash, Remain Conscious
  Background: John grew up in New York City, in the 
  Hell’s Kitchen area.  He was always in and out of juvenile 
  hall for brawling in the street.  He joined up with the gang 
  Hell’s Kitchen after his ﬁfth time in juvenile.  He has been 
  an enforcer for them ever since.  As an adult, he’s been in 
  and out of jail for various lengths of time.  Finally, to make 
  an example of him to his gang cohorts, he was thrown in a 
  maximum security prison for life under the “3 strikes” rule.
  Adventure Hooks
  The Enforcer: Bartholomew is accused of killing a fellow 
  inmate during an altercation in Vossburg’s yard during a 
  recreation period. Ofﬁcials feel Bartholomew performed this 
  killing as a favor to a high-ranking prisoner with gang ties. 
  While awaiting trial on charges of ﬁrst degree murder, the 
  PCs’ superiors give them the assignment to get Bartholomew 
  to turn on the person who gave him the assignment. 
  However they are not allowed to plea bargain with the 
  hardened criminal, since the District Attorney can’t appear 
  soft on crime during an election year.
  The Informant: Having recently provided testimony on 
  a high-ranking gang ofﬁcial (testimony possibly wringed 
  from the hardened criminal by the PCs in The Enforcer) 
  Bartholomew has been targeted for death by that gang. The 
  PCs are called in to protect Bartholomew until he can testify. 
  However Warden MacTavish has an ambitious plan to net 
  even more gang members, and suggests to the PCs that they 
  stage an unprotected moment on the prisoner to see who has 
  accepted the contract to kill him. The PCs must either turn 
  the Warden down outright, risk their star witness, or put a 
  decoy into the line of ﬁre to catch the hit man.   
  Claus, Maxwell “Santa” 
  Level 14 (Charismatic Hero 2 / Dedicated Hero 2 / 
  Smart Hero 3 / Organizer 7): CR 14; HD 14d6 + 14; hp 
  63; massive damage 12; AP; Init +2 (+2 Dex); Spd 30’; 
  Defense 21, Touch 21, Flat-footed 19 (+9 class, +2 Dex); 
  BAB +6/+1; SQ Shadow contact (low-level, mid-level), 
  Small bills, Wealth +3; AL Al-Qaeda; Occupation Academic 
  (Knowledge (business, history, theology and philosophy)); 
  Reputation +2; SV Fort +8, Ref +7, Will +12; Str 11, Dex 
  14, Con 12, Int 14, Wis 16, Cha 12
  Skills: Bluff +8 (7), Computer Use +17 (15), Craft 
  (writing) +10 (8), Decipher Script +4 (0), Diplomacy +18 
  (17), Gather Information +13 (12), Intimidate +11 (10), 
  Knowledge (business) +22 (17), Knowledge (current events) 
  +10 (8), Knowledge (history) +8 (6), Knowledge (tactics) +7 
  (5), Knowledge (theology and philosophy) +7 (5), Profession 
  +9 (0), Read/write language (Arabic, English, French, Gaelic 
  (Irish), German, Spanish) (5), Research +9 (+11 when 
  searching computer records) (5), Sense Motive +15 (12), 
  Speak language (Arabic, English, French, Gaelic (Irish), 
  German, Spanish) (4)
  Feats: Advanced Firearms Proﬁciency, Conviction 
  (Al-Qaeda), Information Network, Low Proﬁle, Personal 
  Firearms Proﬁciency, Simple Weapons Proﬁciency, Studious, 
  Windfall (x6) Talents: Coordinate, Linguist, Plan, Skill 
  Emphasis (Knowledge (business)) Conviction: +1 to-hit and 
  saving throws when supporting your allegiance
  Class Information: The Organizer class is taken from 
  RPGObjects’ Blood and Guts: War on Terror. Necessary 
  class abilities are summarized below. 
  Information Network: +1 on Gather Information or Spot/
  follower dedicated to keeping tabs on things
  Shadow contact: contacts in shadow organizations
  Small bills: +5 on Investigate skill checks to trace money
  Wealth: Bonus feat of Windfall
  Background: Maxwell was born into a wealthy family 
  in Hamburg, Germany.  He went to school to become a 
  businessman, just like his father.  While at university, he 
  became close friends with people who were associated with 
  the terrorist organization, Al-Qaeda.  Deeply moved by, as he 
  saw it, their ﬁght against America and Israel, he pledged his 
  support.  After graduating, he became a front for Al-Qaeda 
  transactions…literally millions of dollars passed through 
  his hands at his bank.  He became an aggressive trader for 
  Al-Qaeda, and was soon discovered by German authorities.  
  He ﬂed to the US.  Unfortunately for him, a crack team of 
  US Marshals found and arrested him.  He is now awaiting 
  extradition back to Germany.
  Adventure Hook
  Prelude to the Past: The PCs are assigned to escort 
  “Santa” to the airport for his extradition to Germany. While 
  en route, they are attacked with a coordinated military strike, 
  but one using only non-violent weapons such as tear gas and 
  smoke. Claus escapes in the confusion, and the PCs learn 
  
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  Inside Vossburg Supermax
  Inside Vossburg Supermax
  that those who attacked them are Mossad agents illegally 
  seeking Claus for his involvement in a new world-wide 
  Aryan/Muslim front targeting Israel and Jews everywhere. 
  These agents are willing to cooperate to recapture Claus 
  but will turn on the PCs as soon as he is in hand to insure 
  he goes to Israel, not Germany. Can the PCs deliver their 
  prisoner to the proper authorities and prevent an international 
  incident? If what the Israelis believe is true, should they? 
  Hayes, Gwendolyn 
  Level 13 (Charismatic Hero 3 / Dedicated Hero 5 / 
  Personality 5): CR 13; HD 13d6 - 26; hp 19; massive 
  damage 7; AP 6; Init +0; Spd 30’; Defense 16, Touch 16, 
  Flat-footed 16 (+6 class); BAB +6/+1; SQ Bonus class 
  skill (Knowledge (arcane lore)), Royalty, Unlimited access, 
  Winning smile; AL Faith (fountain of youth); Occupation 
  Celebrity (Perform (art, dance, sing)); Reputation +8; SV 
  Fort +6, Ref +6, Will +9; Str 9, Dex 11, Con 7, Int 11, Wis 
  15, Cha 20
  Skills: Diplomacy +26 (16), Gather Information +13 (6), 
  Knowledge (arcane lore) +18 (16), Knowledge (history) 
  +13 (11), Perform (act) +17 (10), Perform (dance) +13 
  (6), Perform (sing) +17 (10), Perform (stand-up) +2 (0), 
  Profession +12 (7)
  Feat: Creative (Perform (act, dance, sing, stand-
  up)), Educated (Knowledge (arcane lore, history)), Iron 
  Will, Renown, Simple Weapons Proﬁciency, Studious, 
  Trustworthy, Windfall (x3) 
  Talents: Charm, Empathy, Faith (fountain of youth), Fast-
  talk, Skill emphasis (Diplomacy)
  Background: Gwen was a knockout from the get-go, 
  having the kind of look others would die for.  Little did 
  people around her realize that she suffered from anorexia-
  bulimia. She was active in the choir and drama club, and was 
  captain of the cheerleading squad during her senior year in 
  high school.  She also modeled during high school, and it 
  was there that she was discovered. 
  Right after high school, she left her sleepy town of 
  Knoxville, PA, and accepted a modeling contract in New 
  York City.  Gwen was able to get steady work in soap 
  operas during this time, as well as steady modeling jobs.  
  Unfortunately, age and constant applications of beauty 
  products began to take their toll on Gwen. She was still a 
  very attractive woman for her age, but the cosmetic houses 
  were no longer calling on her to be their spokesperson.  
  Becoming obsessed with ﬁnding the fountain of youth, or 
  some other method to reverse the effects of time, she turned 
  to the occult, and found passages that implied by eating the 
  ﬂesh of youths, and bathing in their blood, she would be able 
  to look young again.  She is now awaiting sentencing for 
  twenty-three known counts of homicide…her oldest victim 
  was 13.
  Adventure Hook
  Do you believe in magic? Perhaps Gwendolyn is not as 
  insane as the authorities believe. Her sacriﬁces have given 
  her power of a decidedly supernatural nature. Now any 
  man who looks at her can’t resist her, a power she will use 
  to wreak as much havoc as possible in Vossburg before 
  her escape. An excellent way to segue a Blood and Guts 
  campaign into Blood and Relics.
  Jones, Frederick “UberHack”
  Level 15 (Smart 3 / Techie 3 / Shadowjack 9): CR 15; HD 
  15d6; hp 52; massive damage 10; AP 47; Init +1 (+1 Dex); 
  Spd 30’; Defense 18, Touch 18, Flat-footed 17 (+7 class, +1 
  Dex); BAB +6/+1; SQ Careful progress, Electronic empathy, 
  False trail, Improved degradation, Install backdoor, Online 
  presence, Online spell resistance, Pass ﬁrewall, Read/write 
  code, Walking database; AL revenge (kill Alycia Mentor); 
  Occupation student (craft (electronic), knowledge (popular 
  culture, technology)); SV Fort +5, Ref +6, Will +13; Str 8, 
  Dex 13, Con 10, Int 20, Wis 14, Cha 8
  Skills: Computer Use +28 (18), Craft (electronic)* +28 
  (18), Craft (mechanical)* +16 (9), Decipher script +25 (18), 
  Disable device +23 (18), Hide +6 (3), Knowledge (arcane 
  lore) +13 (8), Knowledge (history) +25 (18), Knowledge 
  (physical sciences) +16 (9), Knowledge (popular culture) 
  +26 (18), Knowledge (technology) +26 (18), Read/write 
  language (English, German) (1), Repair +25 (+27 with 
  electronic or mechanical items) (18), Research +25 (+27 
  when searching through computer records) (18), Speak 
  language (English, German) (1)
  Feat: Builder (Craft (electronic, mechanical)), Defensive 
  Martial Arts, Dodge, Educated (Knowledge (history, 
  physical sciences, popular culture, technology), Gear Head, 
  Jack of All Trades, Simple Weapon Proﬁciency, Stealthy, 
  Studious, Windfall (x3). *while in prison, these skills are 
  at a –4 because Frederick doesn’t have the proper tool kits 
  in prison; nor will the guards allow him to have the proper 
  toolkits in prison.
  Talents: Savant (Computer use, Craft (electronic)
  Background: Frederick is not your standard Supermax 
  prisoner.  He is a geek’s geek, and tries to know as much as 
  possible about computers. Constantly picked on by the larger 
  boys in his class, Frederick turned to martial arts to avoid 
  combat, when possible, and to avoid taking the blows when 
  it wasn’t possible to avoid combat, itself. As he continued 
  his education, his knowledge and abilities in the ﬁeld of 
  computers grew.  Frederick earned a job with a successful 
  computer company, but moonlighted on the darker sides of 
  the ‘Net after hours.   
  What drove Frederick to prison was a girl; Alycia Mentor.  
  She was his ﬁrst girlfriend, and Frederick couldn’t be 
  happier with his luck.  However, Alycia didn’t understand 
  his obsession with computers or his love of RPGs; so 
  she dumped him after only a few months.  Frederick was 
  incensed, and plotted revenge for this slight. Frederick 
  found out that Alycia was  due to take a ﬂight on a major 
  commercial airline, and found out her ﬂight number. He 
  hacked the FAA’s computers and managed to cause her plane 
  to crash into another plane.
  In a bit of irony, Alycia survived the crash, but several 
  
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  Inside Vossburg Supermax
  hundred others did not.  Frederick was sentenced to serve 
  consecutive life-sentences with no possibility of parole.  To 
  add insult to injury, he was also sentenced to never touch a 
  computer again.
  Adventure Hook
  Ghost in the Machine: Following the arrest of warden 
  MacTavish (see Bad Cop below) the PCs are sent to 
  Vossburg to investigate how that came to pass. Federal 
  authorities believe that the evidence against the warden was 
  in fact fabricated by the brilliant UberHack, in an attempt to 
  engineer the demise of his hated enemy. If the PCs are able 
  to prove MacTavish was framed, they must discover which 
  of the guards accepted a bribe to allow the evil genius access 
  to computers to carry out his revenge. 
  MacTavish, Col. Samuel
  US Army Ret., Level 18 (Fast Hero 5 / Tough Hero 5 / 
  SWAT 3 / US Marshal 5): CR 18; HD 13d8 +5d10 +36; hp 
  122; massive damage 14; AP 9; Init +4 (+2 Quick response, 
  +2 Dex); Spd 30’; Defense 31, Touch 25, Flat-footed 31 
  (+6 equipment, +13 class, +2 Dex); BAB +11/+6/+1; Full 
  Atk +12/+7/+2 melee (1d3+1 unarmed or 1d4+1 tonfa) or 
  +12/+7/+2 ranged (2d6 Beretta 93R or 2d8 Beretta M3P); 
  SQ Defensive Position +1, DR 2/-, Federal Jurisdiction, 
  Hard Target Search +1, Harm’s Way, Non-lethal force, Quick 
  response +2, Sonic/concussion resistance 2; AL Good, Law, 
  Active Duty (FBI); Occupation Law enforcement (Gather 
  information, Knowledge (tactics) / Personal Firearms 
  Proﬁciency); Reputation +6; Wealth 16; SV Fort +11, Ref 
  +11, Will +5; Str 13, Dex 13, Con 13, Int 15, Wis 13, Cha 13
  Skills: Climb +1* (5), Gather information +22 (21), 
  Hide +9* (13), Intimidate +15 (12), Investigate +18 (16), 
  Knowledge (tactics) +23 (21), Listen +13 (10), Move 
  silently +7* (11), Profession +3 (0), Spot +17 (14). *Includes 
  –5 armor check penalty
  Feat: Advanced Firearms Proﬁciency, Alertness, Armor 
  Proﬁciency (light, medium), Defensive Martial Arts, Elusive 
  Target, Endurance, Personal Combat Training, Quick 
  Reload, Renown, Simple Weapons Proﬁciency, Teamwork 
  (police), Windfall (x2)
  Talents: DR 1/-, DR 2/-, Evasion, Sonic/concussion 
  resistance, Uncanny dodge 1, Uncanny dodge 2
  Possessions: Beretta 92F, Beretta M3P, Tactical vest, 
  Tonfa, miscellaneous gear
  Background: Samuel is the warden of Vossburg, his last 
  assignment, he hopes, with the federal government. The son 
  of a police ofﬁcer, Samuel wanted to follow in his father’s 
  footsteps from the very beginning. He was a member of Boy 
  Scouts, starting as a Tiger Cub and ending as an Eagle Scout, 
  as well as being inducted into the Order of the Arrow.  He 
  was also on both the soccer and track teams, and was able 
  to get a partial athletic scholarship for college; Army ROTC 
  picked up the rest.
  Upon graduation, Samuel was commissioned as a 2nd 
  Lieutenant in the Army Reserve.  His reserve time didn’t last 
  very long, as his unit was activated and sent off to Vietnam.  
  During his two tours in Viet Nam, Samuel was decorated 
  numerous times, culminating in the Medal of Honor.
  After coming back to the states, he joined the FBI. 
  He continued with the Army Reserves as well, and 
  was transferred to an MP unit.  Because of his military 
  background, Samuel was a prime candidate to receive 
  training in SWAT methods and procedures. After ten years 
  with the FBI, Samuel transferred over to the US Marshals, 
  though he would frequently be seconded back to the FBI.  
  Samuel recently retired out of the US Army, spending thirty 
  years, mostly in the reserves.
  When the position of warden of Vossburg became 
  available, Samuel applied and was hired.  Now in his late 
  ﬁfties, he is thinking about retiring soon. His recent winning 
  of a sizable sum in the lottery is certainly contributing to his 
  thoughts of retirement.
  Adventure Hook
  Bad Cop: The players have been given a grim task: to 
  arrest the warden of Vossburg for corruption. Slated to retire 
  because of a “lottery windfall,” the government believes the 
  Warden has actually gained this money by taking bribes, 
  allowing prisoners to come to harm in exchange for huge 
  sums of money. If the PCs played The Informant adventure 
  the warden’s plan could have actually been created to give 
  the killers one last chance to silence Bartholomew.
  Matthews, Rich
  Level 14  (Charismatic Hero 9 / Dedicated Hero 5): CR 
  14; HD 14d6; hp 49; massive damage 10; AP 7; Init +0; Spd 
  30’; Defense 16, Touch 16, Flat-footed 16 (+6 class); BAB 
  +7/+2; AL Faith (self); Occupation Religious (Decipher 
  script, Knowledge (arcane lore, theology and philosophy)); 
  Reputation +12; SV Fort +7, Ref +5, Will +11; Str 10, Dex 
  11, Con 10, Int 14, Wis 16, Cha 16
  Skills: Bluff +15 (12), Craft (writing) +17 (15), Decipher 
  script +21 (17), Diplomacy +17 (12), Gather information 
  +17 (12), Intimidate +15 (12), Knowledge (arcane lore) +22 
  (17), Knowledge (behavioral sciences) +19 (17), Knowledge 
  (theology and philosophy) +25 (17), Read/write language 
  (Akkadian, ancient Greek, ancient Hebrew, Aramaic, Coptic, 
  English, Latin, middle Egyptian, Sanskrit) (9), Speak 
  language (ancient Greek, ancient Hebrew, Aramaic, English, 
  Latin) (4)
  Feat: Educated (Knowledge (arcane lore, theology and 
  philosophy)), Home turf, Information network, Iron will, 
  Leadership, Renown (x2), Simple weapons proﬁciency, 
  Studious, Trustworthy, Windfall (x3)
  Talents: Captivate, Charm, Dazzle, Empathy, Faith (self), 
  Fast talk, Favor, Skill emphasis (Knowledge (theology and 
  philosophy))
  Background: Rich was a depressed young man, never 
  gaining much respect or support from family growing up.  
  At college, he delved into ancient texts, hoping to gain 
  some insight into the purpose of life.  During his research 
  
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  into these ancient texts, he had the epiphany that he was of 
  divine heritage, and it was his holy duty to father children, to 
  continue his holy line.  
  He would travel from town to town across the US and 
  Canada, preaching his version of religious truth.  His powers 
  of persuasion were such that several came to believe him, 
  and followed him.  Over the course of ﬁfteen years of 
  wandering, it is estimated that he fathered over a thousand 
  children, many on women who were not yet of legal age at 
  the time.  As his following grew, he founded a permanent 
  village in a remote area of British Columbia. This was his 
  downfall.  
  US and Canadian authorities, fearing another Jonestown, 
  swept in fast and hard and captured the upper echelon of the 
  village. After several months with psychologists, members of 
  the village and other women who had now stepped forward 
  as victims of Rich admitted that the sex was not, for the most 
  part, consensual.  Rich targeted naïve and young women, 
  preferably both, to preach to.  He convinced them that if 
  they did not have sex with him, they would be damned for 
  all time. He is awaiting sentencing in Vossburg for multiple 
  counts of rape.
  Adventure Hook
  I always knew I would be an apostle: A new and dangerous 
  storm of religion is sweeping Vossburg, and Matthews is at 
  the eye of that storm. He has formed a large segment of the 
  prison population into a “holy army” under his command 
  and orders them to attack the “unclean” prisoners who have 
  not yet joined their group. He gets orders to his followers 
  despite being completely isolated in his cell, leading Warden 
  MacTavish to believe that even the guards have fallen under 
  his sway. The Warden has secured a transfer, knowing that 
  without Matthews this cult will break apart. However, as the 
  PCs arrive to transfer the prisoner, his followers (with the aid 
  of some guards) stage a massive revolt that has the potential 
  to deliver the prison into the hands of the inmates.
  Quentin, Bill “San”
  Level 14 (Fast Hero 3 / Smart Hero 3 / Inﬁltrator 8): CR 
  14; HD 3d6 + 11d8; hp 60; massive damage 10; AP 7; Init 
  +3 (+3 Dex); Spd 30’; Defense 24, Touch 24, Flat-footed 
  24 (+11 class, +3 Dex); BAB +7/+2; SQ Improved evasion, 
  Improved sweep, Improvised implements, Improvised 
  weapon damage, Skill mastery (Computer use, Disable 
  device, Disguise, Escape artist, Hide, Move silently), Sweep; 
  AL Chaos; Occupation Criminal (Hide, Move silently / 
  Personal Firearms Proﬁciency); Reputation +2; SV Fort +4, 
  Ref +12, Will +6; Str 8, Dex 16, Con 10, Int 17, Wis 12, Cha 
  14
  Skills: Balance +9 (6), Bluff +4 (0), Computer use +12 
  (6), Demolitions +8 (3), Disable device +21 (16), Disguise 
  +14 (10), Escape artist +17 (12), Hide +22 (17), Knowledge 
  (civics) +11 (6), Knowledge (current events) +22 (17), 
  Knowledge (streetwise) +9 (6), Listen +13 (10), Move 
  silently +22 (17), Research +9 (6), Search +11 (10), Sleight 
  of hand +21 (16), Speak language (Arabic, English, French, 
  Mandarin, Korean, Russian) (5), Spot +3 (0), Tumble +9 (6)
  Feat: Alertness, Cautious, Deceptive, Educated 
  (Knowledge (current events, civics)), Information network, 
  Leadership, Low proﬁle, Nimble, Personal ﬁrearms 
  proﬁciency, Run, Simple weapons proﬁciency, Stealthy
  Talents: Evasion, Savant (Computer use), Trick, Uncanny 
  Dodge 1
  Background: Bill was never a very strong person 
  throughout high school, and was constantly picked on due 
  to this fact.  One day, Bill overheard some teachers talking 
  about searching a known drug dealer’s locker.  On a whim, 
  Bill told the drug dealer about this conversation.  From that 
  day forward, Bill had some friends who wouldn’t let others 
  harass him.  This taught Bill that knowledge was power.  
  After graduation, Bill disappeared to the underworld, 
  becoming an information broker.  More often than not, he 
  would break into corporate ofﬁces and take ﬁles and then 
  turn around and sell them to competitors.  While corporate 
  espionage paid well, he found he could make more by 
  actually spying upon the US government itself.  
  He developed his own spy ring to gather information, and 
  would sell to the highest bidder.  The last “bidder” Bill sold 
  to was an undercover FBI agent.  Bill has been sentenced to 
  life imprisonment with no possibility of parole.
  Rico
  Level 13  (Strong Hero 3 / Banger 10): CR 13; HD 13d8; 
  hp; massive damage 14; AP 6; Init +0; Spd 30’; Defense 
  17, Touch 17, Flat-footed 17  (+7 class); BAB +13/+8/+3; 
  Full Atk +18/+13/+8 melee (1d8+5 non-lethal unarmed or 
  1d4+5 lethal unarmed); SA Streetﬁghting (extra 1d4 damage 
  once per round); SQ Commission, Contraband, Gang 
  signs, Ganglord, Street cred, Turf +3; AL Blood in blood 
  out; Occupation Criminal (Hide, Knowledge (streetwise) / 
  Brawl); Reputation +15; SV Fort +10, Ref +5, Will+5; Str 
  17, Dex 10, Con 14, Int 12, Wis 10, Cha 14
  Skills: Bluff +12 (+17 in home territory) (10), Climb +6 
  (3), Disguise +2 (+4 to imitate gang dress) (0), Diplomacy 
  +2 (+7 in home territory) (0), Forgery +1 (+3 to imitate gang 
  signs) (0), Gather Information +2 (+11 in home territory) 
  (0), Hide +3 (+7 in home territory) (3), Intimidate +12 (+17 
  in home territory) (10), Knowledge (current events) +11 
  (10), Knowledge (streetwise) +18 (+22 in home territory, 
  +28 dealing with gangs, +32 dealing with gangs in home 
  territory, +33 to interpret and identify gang signs, +34 in 
  home territory to interpret and identify gang signs) (16), 
  Knowledge (popular culture) +7 (6), Knowledge (tactics) 
  +7 (+11 in home territory) (6), Navigate +1 (+5 in home 
  territory) (0), Sense Motive +10 (+12 against
  gang members) (10), Spot +10 (+14 in home territory) (10), 
  Survival +0 (+4 in home territory) (0)
  Feat: Archaic Weapons Proﬁciency, Brawl, Combat 
  Martial Arts, Gang Afﬁliation, Home Turf, Improved Brawl, 
  Information Network, Leadership, Personal Firearms 
  Proﬁciency, Simple Weapons Proﬁciency, Streetﬁghting
  Talents: Improved Melee Smash, Melee Smash
  
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  Background: Rico grew up on the streets of LA, running 
  early with the Bloody Knives, a gang notorious for its drug 
  distribution and lethal means of persuasion. He worked 
  himself up the hierarchy of the gang, sometimes making sure 
  that a rival would “disappear” so that he could advance.  He 
  quickly took over the drug distribution of lower LA, and was 
  able to increase his powerbase because of the money ﬂowing 
  in.
  Rico bided his time until he saw his most opportune 
  moment.  He then performed a coup within the gang, taking 
  over control.  Rico was ruthless in his control of the gang, 
  and in putting down any of the other gangs who tried to 
  challenge him.  Rico thought that he was untouchable, and 
  grew cocky and arrogant.  This was the beginning of the end 
  for him.
  DEA agents working on an anonymous tip (the street 
  rumor places the informant as a rival within the gang) were 
  able to run a sting operation that captured Rico and several 
  of his lieutenants.
  Rodrigues, Maria
  Level 13  (Fast Hero 3 / Speed Demon 5 / Daredevil 5): 
  CR 13; HD 8d8 + 5d10; hp 61; massive damage 11; AP 
  6; Init +4 (+4 Dex); Spd 40’; Defense 25, Touch 25, Flat-
  footed 21 (+11 class, +4 Dex); BAB +7/+2; SQ Action 
  boost, Adrenaline rush, Fearless, Hit the weak spot, Need for 
  speed, Nip-up, Nursing the turns, Uncanny dodge 1, Vehicle 
  empathy; AL thrill seeker; Occupation Adventurer (drive, 
  pilot / Personal ﬁrearms proﬁciency); Reputation +3; SV 
  Fort +6, Ref +11, Will +5; Str 8, Dex 18, Con 11, Int 14, Wis 
  14, Cha 12
  Skills: Concentration +11 (9), Craft (mechanical) +8 (6), 
  Disable device +18 (16), Drive +22 (16), Escape artist +19 
  (15), Hide +12 (6), Move silently +12 (6), Navigate +7 
  (5), Pilot +22 (16), Repair +7 (5), Sleight of hand +10 (6), 
  Tumble +10 (6)
  Feat: Aircraft operations (helicopters), Endurance, 
  Force stop, Personal ﬁrearms proﬁciency, Simple weapons 
  proﬁciency, Stealthy, Vehicle dodge, Vehicle expert, Vehicle 
  specialization (civilian aircraft, civilian cars, civilian 
  motorcycles)
  Talents: Improved increased speed, increased speed
  Background: Maria always sought out the fastest cars 
  when she was growing up.  This brought her to the attention 
  of the law in the form of speeding tickets.  Her driver’s 
  license was suspended three times before her driving 
  privileges were permanently revoked.  This, of course, didn’t 
  stop her from driving.  She would steal cars, planes and 
  helicopters and take them on joy rides whenever she felt like 
  it.  Police found and arrested her on three separate occasions, 
  but she always managed to escape before getting to prison.  
  Finally, on her fourth arrest, two ofﬁcers were constantly 
  assigned to watch her to insure that she did not escape yet 
  again.  She is in Vossburg as a high escape risk convict.
  Sanderson, Eric
  Level 15 (Fast Hero 4 / Soldier 6 / Sniper 5): CR 15; HD 
  5d6 + 4d8 +6d10 +15; hp 83; massive damage 12; AP 7; Init 
  +4 (+4 Dex); Spd 30’; Defense 25, Touch 25, Flat-footed 
  21 (+11 class, +4 Dex); BAB +12/+7/+2; Atk +16/+11/+6 
  melee (1d4+2 unarmed); SQ Improved critical (sniper riﬂe), 
  One shot one kill +3d6, Tactical aid, Weapon specialization 
  (sniper riﬂe); AL Self; Occupation Adventurer (Move 
  silently, Spot / Personal Firearms Proﬁciency); Reputation 
  +3; SV Fort +7, Ref +8, Will +4; Str 14, Dex 18, Con 12, Int 
  10, Wis 13, Cha 12
  Skills: Balance +11 (7), Hide +15 (9), Knowledge (tactics) 
  +3 (3), Listen +11 (+6 when sleeping) (10), Move silently 
  +17 (12), Speak language (Arabic, Cantonese, English, 
  German, Hebrew, Korean, Mandarin, Russian) (7), Spot +19 
  (15), Survival +20 (15)
  Feat: Advanced ﬁrearms proﬁciency, Armor proﬁciency 
  (light), Armor Proﬁciency (medium), Burst Fire, Combat 
  Martial Arts, Commando Training (Dex), Far shot, 
  Marksman (sniper riﬂe), Personal ﬁrearms proﬁciency, Point 
  blank shot, Precise shot, Sharpshooter (sniper riﬂe), Simple 
  weapons proﬁciency, Weapon focus (sniper riﬂe)
  Talents: Evasion, Uncanny dodge 1
  Class Information: The Sniper class is taken from 
  RPGObjects’ Blood and Guts. Necessary class abilities are 
  summarized below.
  Advanced Training: MOS Infantry 1 (Hide, Spot, 
  Survival), MOS Infantry 2,
  SERE. Advanced training feats are like occupations, taken 
  as feats, they represent advanced training, in this case by the 
  military. 
  Special Operations Training: Cat Nap +5, Mental 
  Toughness +5, Silent Kill 1
  Cat Nap: can survive long periods of time on 4 hrs sleep/
  night; add special
  ops levels to Listen checks when sleeping.
  Marksman: use up to 1/2 your Spot skill to offset range 
  penalties
  Mental Toughness: add special ops levels to saving throws 
  to resist fatigue, hunger, torture, brainwashing, feat, combat 
  fatigue and intimidation
  MOS Infantry 1: grants class skills and Advanced Firearms 
  Proﬁciency
  MOS Infantry 2: +2 on promotion checks and gain one 
  rank
  One shot one kill: gains stated bonus when attacking a ﬂat-
  footed or surprised opponent with a ranged weapon
  SERE: +2 hide and survival, +2 Will to resist intimidation, 
  interrogation, torture and brainwashing
  Sharpshooter: +1 to-hit and +2 damage with chosen 
  weapon
  Silent Kill 1: receive +1d6 sneak attack damage against 
  surprised, ﬂat-footed or ﬂanked targets; if target fails MDT 
  saving throw, enemy dies silently (Listen DC 30 to detect).
  Background: Eric grew up on a farm in rural, 
  northwestern Pennsylvania. Hunting was a popular past time 
  in that area, and Eric quickly showed that he had a knack 
  
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  for handling a riﬂe.  The day after he graduated high school, 
  he went to the Marine recruiter, signed up and shipped out 
  that same day.  He wanted to leave the dull life of the farm 
  behind and do something different.
  The Marines quickly noticed Eric’s knack with riﬂes, and 
  encouraged him to further develop his skills.  After a while, 
  he was sent on to sniper school to further hone his skills with 
  the riﬂe.  Part of his training included the Defense Language 
  Institute training because, it was assumed, he would have to 
  spend time on his own in foreign countries, thus he would 
  need to learn the languages of various areas.  While stationed 
  in Southeast Asia on an assignment, he was offered a side-
  job to eliminate a known murderer-rapist.
  He took the job and completed it expediently…and was 
  paid quite well.  This experience changed his life, and he 
  went AWOL, selling his services to the highest bidder.  
  The military quickly dispatched people to ﬁnd him, due to 
  his extensive training, and potential leaking of sensitive 
  intelligence information.  Unfortunately for the military, it 
  was an FBI agent who captured Eric.  He is now in prison 
  while the Departments of Defense and Justice wrangle about 
  who has jurisdiction over him.
  Adventure Hook
  The Specialist: The CIA has learned that Sanderson’s 
  last assignment was to kill a high-ranking terrorist leader. 
  With the approval of the government they have gotten him 
  to agree to lead a group of special operations soldiers to the 
  terrorist and then return to prison, with a greatly reduced 
  sentence and extra privileges. The PCs are assigned to 
  take custody of Sanderson, go behind enemy lines in the 
  company of a known psychopath on a dangerous assignment. 
  An excellent way to get Blood and Guts active military 
  characters involved in Vossburg (for instance the religious 
  riot in The Apostle could happen as Sanderson is being 
  returned, or Mossad could strike to obtain Claus, triggering 
  the military to call on the PCs to track down the rogue Israeli 
  special ops team, and so forth).
  Smith, Pat
  Level 12 (Dedicated Hero 10 / Guerilla 2): CR 12; HD 
  10d6 + 2d8; hp 44; massive damage 10; AP 6; Init +1 (+1 
  Dex); Spd 30’; Defense 18, Touch 18, Flat-footed 17 (+7 
  class, +1 Dex); BAB +8/+3; SQ Guerilla warfare (+1 to 
  Home Turf bonuses); AL Citizens for a Better America; 
  Occupation Rural (Swim, Survival / Personal Firearms 
  Proﬁciency); Reputation +7; SV Fort +7, Ref +6, Will +10; 
  Str 9, Dex 12, Con 10, Int 14, Wis 16, Cha 16
  Skills: Craft (chemical) +12 (10), Craft (writing) +15 (13), 
  Investigate +4 (0), Knowledge (civics) +17 (13), Knowledge 
  (current events) +17 (13), Knowledge (history) +20 (13), 
  Knowledge (tactics) +17 (13), Navigate +4 (0), Sense 
  Motive +18 (13), Survival +19 (13)
  Feat: Attentive, Conviction (Citizens for a Better 
  America), Educated (Knowledge (civics, current events, 
  history, tactics)), Enemy (U.S. Government), Guide, Home 
  Turf (Citizens for a Better America compound), Information 
  Network, Iron Will, Leadership, Personal Firearms 
  Proﬁciency, Renown, Simple Weapons Proﬁciency, Track
  Talents: Aware, Empathy, Faith (Citizens for a Better 
  America), Intuition, Skill Emphasis (Knowledge (history))
  Background: Pat grew up in rural North Dakota.  He 
  and his family ﬁrmly believe that the U.S. Government is 
  completely corrupt and needs to be torn down and rebuilt 
  in his image of the perfect America. He has spent his time 
  slowly gathering followers, and has a ranch compound for 
  like-minded individuals.  Because of his extremist views, the 
  FBI and Secret Service placed him on a watch list.  As he 
  was found to meticulously follow the law,  law enforcement 
  ofﬁcials were unable to legally move against him.
  Unfortunately for Pat, some of his followers were not 
  able to remain quiet among their other associates, and 
  the FBI received an anonymous tip that he was building 
  bombs to detonate in Washington, D.C.  After a raid of his 
  compound by the FBI, BATF, and Secret Service, which 
  turned up several detailed schematics and blueprints, marked 
  for strategic placement of explosive devices and timed 
  to coincide with presidential visits, he was immediately 
  arrested.
  Adventure Hooks
  Unholy Alliances: Pat Smith and Rich Matthews share 
  a dangerously common ideology: that the United States 
  has lost its way, its special relationship with God, and that 
  a new government must replace the Godless leaders of 
  America, returning the nation to “one nation under God” 
  again. These two prisoners could escape and join forces, 
  combining military fanaticism with a powerful religious 
  cult of personality, forming a group capable of sparking a 
  revolution. The government would place the highest priority 
  on the capture of these two and the destruction of their new 
  organization by nearly any means. This adventure could 
  involve special operations, US Marshals, CIA and almost 
  anyone else the government believed could bring this 
  dangerous duo to justice.
  Von Tassle, Capt. Duane
  Level 15 (Strong Hero 5 / Martial Artist 10): CR 
  15; HD 15d8 +15; hp 82; massive damage 12; AP 7; 
  Init +3 (+3 Dex); Spd 30’; Defense 23, Touch 23, Flat-
  footed 20 (+10 class, +3 Dex); BAB +15/+10/+5; Full 
  Atk +20/+15/+10 melee (1d10+6/19-20/x3 unarmed) 
  or +18/+13/+8 ranged(2d6 Beretta 92F) or +16/+11/+6 
  +16/+11/+6 ranged (2d6 Beretta 92F); SA +20 charge 
  (1d10+16/19-20/x3 Flying Kick) or +16/+16/+11/+6 
  melee Flurry of Blows (1d10+6/19-20/x3 unarmed); 
  SQ Iron Fist (all attacks), Living Weapon 1d10; AL 
  Active Duty (Vossburg Security Force); Occupation Law 
  Enforcement(Intimidate, Knowledge (tactics) / Personal 
  Firearms Proﬁciency);Reputation +3; Wealth 8; SV Fort +7, 
  Ref +11, Will +4; Str 16, Dex 16, Con 13, Int 10, Wis 10, 
  Cha 12 
  
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  Inside Vossburg Supermax
  Skills: Intimidate +19 (18), Jump +24 (18), Knowledge 
  (tactics) +19 (18), Tumble +5 (0)
  Feats: Acrobatic, Advanced Combat Martial Arts, 
  Advanced Two-Weapon Fighting, Brawl, Combat Martial 
  Arts, Combat Reﬂexes, Defensive Martial Arts, Improved 
  Brawl, Improved Combat Martial Arts, Improved Two-
  Weapon Fighting, Personal Firearms Proﬁciency, Simple 
  Weapons Proﬁciency, Two Weapon Fighting, Unbalance 
  Opponent
  Talents: Advanced Melee Smash, Improved Melee Smash, 
  Melee Smash
  Equipment: 2 Beretta 92Fs, miscellaneous equipment
  Background: Duane von Tassle was always interested 
  in martial arts, having been introduced to the concept by 
  watching older martial arts movies with his father while 
  growing up.  Seeing his son’s interest, Duane was enrolled 
  in a dojo in second grade.  He excelled, and quickly earned 
  his black belt, and also achieved numerous tournament wins.  
  He went on to college, majoring in Criminal Justice.  He 
  applied to the Bureau of Prisons, and was hired to work as a 
  guard in their higher security prisons.  Quickly approaching
  middle age, Duane hopes to become warden of his own 
  prison soon.
  Ordinary Guards
  K9 Guard: Level 3 (Dedicated Ordinary 3): CR 2; HD 
  3d6; hp; massive damage 12; Init -1 (-1 Dex); Spd 30’; 
  Defense 17, Touch 11, Flat-footed 17 (+6 equipment, +2 
  class, -1 Dex); BAB +2; Full Atk +3 melee (1d4+1 tonfa) 
  or +1 ranged (2d6 Beretta 92F); AL Active duty (Vossburg 
  security); Occupation Law enforcement (Gather information, 
  Listen / Personal Firearms Proﬁciency); Reputation +1; SV 
  Fort +3, Ref +0, Will +4; Str 13, Dex 8, Con 12, Int 10, Wis 
  15, Cha 14
  Skills: Forgery +2 (0), Handle animal +10 (6), Knowledge 
  (civics) +1 (0), Listen +9 (6), Ride +1 (0), Search +5 (3), 
  Spot +8 (6), Survival +8 (6)
  Feat: Animal Afﬁnity, Armor Proﬁciency (light, medium), 
  Meticulous, Personal Firearms Proﬁciency, Track
  Advanced Training: K-9
  Possessions:  Beretta 92F, Tactical vest, tonfa, 
  miscellaneous possessions
  Sharpshooter: Level 3 (Fast Ordinary 3): CR 2; HD 3d8 
  + 6; hp 19; massive damage 14; Init +2 (+2 Dex); Spd 30’; 
  Defense 22, Touch 16, Flat-footed 20 (+6 equipment, +4 
  class, +2 Dex); BAB +2, Full Atk +4 ranged (2d10 HK 
  PSG1); AL Active Duty (Vossburg security); Occupation 
  Law enforcement (Knowledge (tactics), Listen / Armor 
  Proﬁciency (Light)); Reputation +1; SV Fort +3, Ref +5, 
  Will +2; Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 8
  Skills: Hide +8 (6), Listen +8 (6), Move silently +8 (6), 
  Spot +7 (6)
  Feat: Armor Proﬁciency (light, medium), Dead Aim, Far 
  Shot, Home Turf (Vossburg), Simple Weapons Proﬁciency 
  Advanced Training: Prison Guard
  Equipment: HK PSG1, Tactical vest, miscellaneous 
  possessions
  New Allegiance
  Blood in Blood out
  This represents an allegiance to a violent gang. Blood in 
  refers to the requirement of an applicant to kill at the behest 
  of a senior gang member to gain admittance to the gang. 
  Blood out refers to the fact that the only way to leave the 
  gang is death.
  New Advanced Class
  Banger
  The banger is a member of a violent criminal enterprise, 
  commonly referred to as a gang. These gangs run the gamut 
  from groups banding together in locations of extreme 
  violence for mutual protection to extremely organized 
  widespread criminal organizations paramilitary in structure.  
  These groups have taken hold both in the inner city and in 
  prisons where inmates raised under gang rule continue the 
  same behavior for proﬁt and protection.
  Requirements
  To qualify to become a banger, a character must fulﬁll the 
  following criteria.
  Table 1-1: THE Banger
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +0
  +0
  Gang Signs
  +1
  +1
  2nd 
  +1
  +3
  +0
  +0
  Street Cred
  +1
  +1
  3rd 
  +2
  +3
  +1
  +1
  Turf +1
  +2
  +1
  4th 
  +3
  +4
  +1
  +1
  Bonus Feat
  +2
  +2
  5th 
  +3
  +4
  +1
  +1
  Contraband
  +3
  +2
  6th 
  +4
  +5
  +2
  +2
  Turf +2
  +3
  +2
  7th 
  +5
  +5
  +2
  +2
  Commission
  +4
  +3
  8th 
  +6
  +6
  +2
  +2
  Bonus Feat
  +4
  +3
  9th 
  +6
  +6
  +3
  +3
  Turf +3
  +5
  +3
  10th 
  +7
  +7
  +3
  +3
  Ganglord
  +5
  +4
  
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  Inside Vossburg Supermax
  Base Attack Bonus: 3+
  Skills: Knowledge (streetwise) 6 ranks
  Feats: Home Turf, Brawl
  Allegiance: Blood in blood out
  Class Information
  The following information pertains to the banger advanced 
  class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, rounded 
  down.
  Class Skills:  The banger’s class skills (and the key ability 
  for each skill) are Bluff (Cha), Climb (Str), Drive (Dex), 
  Gamble (Wis), Intimidate (Cha), Jump (Str), Knowledge 
  (Current Events, Streetwise) (Int), Sense Motive (Wis), and 
  Spot (Wis)
  Skill Points at Each Level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the banger advanced 
  class.
  Gang Signs: You add your banger levels to the roll of 
  any Knowledge (streetwise) skill check dealing with gangs, 
  including checks to identify gang signs. 
  Street Cred: At 2nd level, the banger adds his Reputation 
  bonus to Charisma skill checks in his home turf, or in 
  situations involving others of his chosen allegiance(s), 
  including those with the gang afﬁliation feat. These 
  skills include Bluff, Diplomacy, Gather Information, and 
  Intimidate.
  Turf: Gangs have carefully deﬁned turf and defend it 
  viciously often marking their turf with gang signs in the 
  form of grafﬁti. The banger adds this bonus to attack and 
  skill bonuses granted by his home turf feat. Obviously, this 
  means that one gang can expand its power by expanding the 
  size of its turf or reducing the turf of a rival gang and this is 
  often the source of gang warfare.
  Contraband: One of the advantages of “rank” in a 
  gang is control over illicit sales of contraband. Depending 
  on where your character’s turf is, this could be drugs on 
  the neighborhood corner, or cigarettes in a prison where 
  smoking is prohibited. You add your reputation bonus to 
  your wealth score.
  Commission: You have entered the ruling council of 
  your gang’s organization and you may, in consultation 
  with the other members of the commission, order 
  murders and otherwise inﬂuence gang affairs. 
  You add half your banger level to your reputation 
  when dealing with characters that possess a gang 
  allegiance as well as those who possess the gang 
  afﬁliation feat. Your control over contraband 
  sales also adds this bonus to your wealth. 
  Ganglord: You are a very high-ranking member 
  of your criminal gang and only other characters that have 
  the ganglord class ability will dare question your decisions. 
  You add your banger level to your reputation and your 
  absolute control of large segments of contraband sales adds 
  your banger level to your wealth as well. You may also 
  kill members of your own gang with impunity, suffering 
  no leadership penalty for the deaths of your fellow gang 
  members (see the Leadership feat for more information).
  Bonus Feats: At 4th and 8th level the banger gains a bonus 
  feat from the following list: Home Turf (for new territories 
  far removed from your current turf; for example sending a 
  loyal gang member to a distant city to set up operations), 
  Information Network, Leadership, Renown, Tactician, 
  Teamwork, and Wealth (characters with the contraband 
  ability will gain wealth by the renown feat as well; 
  however for such characters this feat represents legitimate 
  investments not gained through criminal activity).
  
  Inside Vossburg Supermax
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  Inside Vossburg Supermax
  New Prestige Class
  U.S. Marshals Special Operations 
  Group 
  The United States Marshals have an elite team 
  that serves nationally in the role of Witness 
  Protection, Fugitive Retrieval, and the 
  protection of judges and lawyers in high-
  proﬁle cases who might be endangered or 
  intimidated. These capable ofﬁcers also assist 
  the DEA, FBI, and local law-enforcement 
  when called to serve. Some serve in this unit 
  full time, but most are regular marshals 
  who serve in a rotation.
  Requirements
  To qualify to become a member of a U.S. 
  Marshals Special Operations Group, 
  a character must fulﬁll the following 
  criteria.
  BAB: 5+
  Feats: Alertness, Personal Firearms 
  Proﬁciency, and Teamwork (Police)
  Skills: Investigate 5 ranks, Spot 3 ranks, and 
  Gather Information 3 ranks
  Class Information
  The following information pertains to the U.S. 
  Marshals Special Operations Group prestige 
  class.
  Hit Die: d8
  Action Points: 7 plus one-half 
  character level, rounded down.
  Class Skills:  The U.S. Marshals 
  Special Operations Group’s class 
  skills (and the key ability for each 
  skill) are Climb (Str), Computer Use 
  (Int), Diplomacy (Cha), Disguise (Cha), 
  Drive (Dex), Gather Information (Cha), 
  Intimidate (Cha), Investigate (Int), Knowledge 
  (civics, current events, streetwise, tactics), Listen (Wis), 
  Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis)
  Skill Points at Each Level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the U.S. Marshals Special 
  Operations Group advanced class.
  Federal Jurisdiction: Federal Marshals are authorized 
  to use local law enforcement to aid in their operations. You 
  add your U.S. Marshal level to any requisition check to 
  obtain equipment or manpower from local authorities. Any 
  equipment is expected to be returned in good condition, and 
  failure to do so will result in the loss of this class ability 
  in the city or state where the requisitioned equipment was 
  damaged or destroyed. 
  Police Combat Training: Marshals are given 
  extensive training in subduing subjects without 
  harming them unnecessarily. At 2nd level you gain 
  this feat as a bonus feat, provided you meet the prerequisite. 
  If at any time after second level you gain the prerequisite, 
  you immediately gain this feat.  
  Hard Target Search: You have extensive training in 
  fugitive retrieval. You gain the listed bonus to attack rolls 
  and Computer Use, Gather Information, Investigate and 
  Research skill checks made against the felon you have been 
  assigned to apprehend. 
  Harm’s Way: Once per round, if you are adjacent to an 
  ally who is targeted by a direct melee or ranged attack (but 
  not an area effect), you can subject yourself to the attack 
  in the ally’s stead. If the attack hits you, you take damage 
  normally. If it misses, it also misses your ally. 
  You must declare your intention to place yourself in 
  harm’s way before the attack roll is made. You select your 
  
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  Inside Vossburg Supermax
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  ally either prior to combat or immediately after you make 
  your initiative check. You can’t change your ally for the 
  duration of the combat. 
  Defensive Position: You are trained at ﬁghting 
  defensively. Any time you ﬁght from cover you gain the 
  listed bonus to attack, defense, saving throws, and initiative.
  Sentinel: While on duty (a maximum of eight hours per 
  day), you gain a bonus to Spot, Listen, and Sense Motive 
  skill checks equal to your class level. 
  Counter Attack: If an ally you are protecting is attacked, 
  you gain a +2 morale bonus to attack, saving throws, and 
  skill checks. This ability has a duration of one round per U.S. 
  Marshals level. 
  New Skill
  Knowledge (Streetwise) Int
  Trained Only
  Gang Signs (DC 20): You can recognize gang signs and 
  identify the gang they belong to by tattoos, grafﬁti, clothing, 
  scarves, and colors. A successful skill check will also give 
  a little background on the gang in question including their 
  favored criminal activities, afﬁliated gangs and rival gangs.  
  New Feats
  Gang Affiliation 
  You have run with a gang on an informal basis, or perhaps 
  just grew up in a neighborhood rife with gangs, learning 
  their ways.
  Prerequisite: Knowledge (streetwise) 3 ranks
  Effect: You gain a +2 on all Knowledge (streetwise) 
  checks to interpret and identify gang signs. In addition, 
  you gain a +2 bonus on all Forgery and Disguise checks to 
  imitate gang signs and dress (the penalty for doing this with 
  any blood in blood out gang is death if you are discovered), 
  and also gain a +2 on all Sense Motive skill checks made 
  against gang members
  Home Turf 
  You know every nook and cranny of your home territory, 
  gaining advantages when ﬁghting to defend it.
  Effect: You gain a +1 to hit, and a +2 to the following 
  skill checks in your home territory: Gather Information, 
  Hide, Knowledge (streetwise, tactics), Navigate, Spot, and 
  Survival. This territory may be an area as small as a single 
  neighborhood or a prison (often the “turf” for bangers or 
  prison guards) or as large as medium-sized state (Florida) or 
  a small country (Israel).
  Rappel Master 
  You are an expert at rappelling and creating rappelling rigs.
  Effect: You gain a +2 bonus on all Climb and Use Rope 
  skill checks.
  Advanced Training
  Police Training
  The following are specialized police ﬁelds.  A character that 
  is a member of a police organization may take one of these 
  training packages as a feat any time he is entitled to a bonus 
  feat.
  Gang Investigation Division
  You are knowledgeable in gang affairs, and investigate 
  these subtle criminal organizations, as well as training your 
  fellow ofﬁcers to recognize gang signs. Since many gangs 
  use sophisticated codes in their letters in and out of prison 
  to order deaths and criminal activity on the outside, gang 
  investigation ofﬁcers are also skilled in the detection of these 
  codes. Finally, this specialization includes subtlety in order 
  to facilitate community awareness and peace between rival 
  gangs.
  Bonus Feat: Gang Afﬁliation.
  Skills: Add three of the following to your permanent 
  class skill list: Computer Use, Decipher Script, Diplomacy, 
  Disguise, Drive, Gather Information, Intimidate, Investigate, 
  Knowledge (civics, current events, streetwise), Research, 
  Sense Motive. If a skill the character gains is already a class 
  skill, he or she receives a +1 competence bonus on checks 
  using that skill.
  Table 1-2: U.S. Marshals Special Operations Group
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Federal Jurisdiction
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Police Combat Training
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Hard Target Search +1
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Harm’s Way
  +2
  +1
  5th 
  +3
  +3
  +3
  +1
  Defensive Position +1
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Hard Target Search +2
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Sentinel
  +4
  +2
  8th 
  +6
  +4
  +4
  +2
  Defensive Position +2
  +4
  +2
  9th 
  +6
  +4
  +4
  +3
  Hard Target Search +3
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Counter Attack
  +5
  +3
  
  Inside Vossburg Supermax
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  Inside Vossburg Supermax
  Prison Guard
  You are skilled in psychological and physical control of 
  prisoners. 
  Bonus Feat: Home Turf (one prison).
  Skills: Add three of the following to the character’s 
  permanent class skill list: Bluff, Diplomacy, Gather 
  Information, Intimidate, Knowledge (civics), Listen, Sense 
  Motive, Spot. If a skill the character gains is already a class 
  skill, he or she receives a +1 competence bonus on checks 
  using that skill.
  SORT Training
  SORT is the Special Operations and Response Team used by 
  the Bureau of Prisons as a special operations unit to handle 
  prison disturbances and support law enforcement during 
  civil unrest and natural disasters. To take one of these feats, 
  a character must have at least one level in the SWAT class 
  (in effect, SORT teams are specialized SWAT units).  A 
  SORT team usually consists of 15 members, drawn from 
  the specialties below. At least one of each specialty will be 
  present on any given SORT team.
  SORT Blueprint Expert
  The blueprint expert knows the inner workings of prisons, 
  and has detailed ﬁles on prison layouts to allow the team to 
  move freely, arrange ambushes, and plan assaults.
  Prerequisite: Home Turf
  Effect: Research is added to your list of permanent class 
  skills. If you make a Research skill check (DC 15), you are 
  able to apply your home turf feat to any prison. If you have 
  access to prison blueprints, this Research skill check takes 
  30 minutes. If you must obtain blueprints you do not have on 
  hand, this Research skill check takes the normal 1-4 hours. 
  SORT Emergency Medical Specialist
  Provides care to injured SORT teammates, injured prisoners, 
  and guards.
  Skills: The following skills are added to your permanent 
  class skill list:  Craft (pharmaceutical), Knowledge 
  (behavioral science), and Treat Injury. If a skill the character 
  gains is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Bonus Feat: Medical Expert
  SORT Firearms Specialist
  Provides expert marksmanship as well as maintenance of the 
  team’s weaponry and instruction of teammates in combat 
  techniques.
  Skills: The following skills are added to your permanent 
  class skill list:  Craft (mechanical), Demolitions, and Repair. 
  If a skill the character gains is already a class skill, he or she 
  receives a +1 competence bonus on checks using that skill.
  Bonus Feat: Advanced Firearm Proﬁciency
  SORT Rappel Master
  Provides training in rappelling insertion techniques. During 
  operations the rappel master will be responsible for the 
  creation of rappelling rigs needed by the team.  
  Skills: The following skills are added to your permanent 
  class skill list:  Balance, Tumble, and Use Rope. If a skill the 
  character gains is already a class skill, he or she receives a 
  +1 competence bonus on checks using that skill.
  Bonus Feat: Rappel Master
  SORT Security Systems Expert
  Provides expertise in security and locking systems, allowing 
  the team to move freely even when a prison has been locked 
  down by prisoners, or its security systems damaged.
  Skills: The following skills are added to your permanent 
  class skill list: Craft (mechanical), Disable Device, and 
  Repair. If a skill the character gains is already a class skill, 
  he or she receives a +1 competence bonus on checks using 
  that skill.
  Bonus Feat: Cautious
  SORT Tactical Procedures Expert
  Provides expert tactical planning, and leadership in the ﬁeld. 
  Prerequisite: Int 13, Cha 13
  Skills: +2 to all Knowledge (tactics) skill checks.
  Bonus Feat: Tactician
  
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  Table 1-3: Feats and Advanced Training
  Feat
  Prerequisites
  Beneﬁt
  Gang Afﬁliation
  Knowledge (streetwise) 3 ranks
  +2 on Knowledge (streetwise) vs gang signs; +2 to Forgery, 
  Disguise and Sense Motive checks vs gang members
  Gang Investigation Division
  Three of the following: Computer Use, Decipher Script, 
  Diplomacy, Disguise, Drive, Gather Information, Intimidate, 
  Investigate, Knowledge (civics, current events, streetwise), 
  Research, Sense Motive become permanent class skills; bonus 
  feat: Gang Afﬁliation
  Home Turf
  +1 to hit; +2 to Gather Information, Hide, Knowledge 
  (streetwise, tactics), Navigate, Spot and Survival in your home 
  territory
  Prison Guard
  Three of the following: Bluff, Diplomacy, Gather Information, 
  Intimidate, Knowledge (Civics), Listen, Sense Motive, Spot 
  become permanent class skills; bonus feat: Home Turf
  Rappel Master
  +2 on all Climb and Use Rope skill checks
  SORT Blueprint Expert
  Home Turf
  Research added to permanent class skill list; successful 
  Research check adds Home Turf bonuses to any prison; 
  Research time lowered if you have access to blueprints
  SORT Emergency Medical Specialist
  Following skills become permanent class skills: Craft 
  (pharmaceutical), Knowledge (behavioral science), Treat Injury; 
  bonus feat: Medical Expert
  SORT Firearms Specialist
  Following skills become permanent class skills: Craft 
  (mechanical), Demolitions, Repair; bonus feat: Advanced 
  Firearms Proﬁciency
  SORT Rappel Master
  Following skills become permanent class skills: Balance, 
  Tumble, Use Rope; bonus feat: Rappel Master
  SORT Security Systems Expert
  Following skills become permanent class skills: Craft 
  (mechanical), Disable Device, Repair; bonus feat: Cautious
  SORT Tactical Procedures Expert
  Int 13, Cha 13
  +2 to all Knowledge (tactics) skill checks; bonus feat: Tactician
  
  Inside Vossburg Supermax
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  Inside Vossburg Supermax
  Open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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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.
  Blood and Guts: Inside Vossburg Supermax, RPGObjects; Author Charles Rice 
  Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice 
  Blood and Guts: War on Terror Copyright 2003, RPGObjects; Author Charles Rice 
  open gaming content
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  Vossburg Supermax.
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  Inside Vossburg Supermax  are designated as open gaming content except for terms 
  deﬁned as product identity above.  All illustrations, pictures, and diagrams are Product 
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