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General RPG Rules Discussion Discuss the rules of any game except D&D or Pathfinder, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, d20 Modern, and the like.

 
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Old 29th March 2009, 07:48 PM   #1 (permalink)
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What other books do you use in d20 Modern?

I personally love using certain books with my Modern games so much I consider them part of d20 Modern collection.
The ones I use the most (and I almost think they shouldn't count as not d20 Modern):
Modern Player's Companion
Future Player's Companion
Martial Arts Mayhem
Ultramodern Firearms
The ones I use from other systems:
Unearthed Arcana (great for any d20 game)
Players Handbook (spells only)
Psionics Handbook (feats and powers only)
Monster Manual
Expedition to Castle Ravenloft (when used with d20 Modern I call it "Castlevania d20")
Call of Cthulhu d20 (the precursor to d20 Modern and a natural fit with Dark*Matter or Shadow Chasers)
Monte Cook's World of Darkness (this book actually gains more from the Modern books instead of the other way around, but the feats in this book are great additions to whats available in Modern)
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Old 30th March 2009, 04:52 AM   #2 (permalink)
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I really don't like the magic system in D20 Modern so I use the Sorceress base class from Red Star and rename it the Weaver.

Characters have to start off as a Weaver at 1st level. I don't allow multiclassing into it as the multiclassing rules dictate. Instead a character that wishes to gain Weaver levels after gaining levels in the other Hero classes needs to have 4 Ranks in Knowledge (Arcana) & Spellcraft and need to have the Arcane Adept feat (this is a modified version of the Force Adept feat found in Star Wars Saga).
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Old 30th March 2009, 08:19 AM   #3 (permalink)
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Depending upon the game, I use:

1) Almost anything from WotC- Anthro Animals from Savage Species make fine mutants, for instance.

2) Green Ronin's Modern Magic and Psychic's Handbook.

3) Weaponry from Ultramodern Firearms D20

4) Second World

5) I'll lift freely from Spycraft, Star Wars, Dragonstar, and CoC D20, as needed.
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Old 30th March 2009, 08:57 AM   #4 (permalink)
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Gawds I wish I coulda got my hands on a copy of modern magic before it went out of print
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Old 30th March 2009, 09:17 AM   #5 (permalink)
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I don't run or play d20 Modern any more, preferring such things as Mutants & Masterminds and True20 for the most part (or other things altogether), but I can list some of the stuff I used, sure. . .

d20 Modern
Urban Arcana
Menace Manual
d20 Post Apocalypse
Call of Cthulhu d20
Unearthed Arcana
Psychic's Handbook
Blood & Fists
Blood & Relics
Ultramodern Firearms
Spycraft 2.0
Darwin's World 2.0
A couple of Michael Tresca's excellent free conversions of pop culture stuff
Some of RPGObjects' Dispatches, both Modern and Post-Apoc
The Postmodern line, from Big Finger Games
The Terminal Identity set, from Adamant Entertainment
Toxicant, from Mad Kaiser Games
The SFX Skills set, from UKG Publishing(?)
Book of Broken Dreams, from Netherland Games
Grim 'n Gritty, from Ken Hood
Hot Pursuit and HP: On Foot, from Adamant Entertainment
Redline, from Fantasy Flight

Hm, that's all I can remember right now. Yes, we tried quite a few things.
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Old 31st March 2009, 04:16 AM   #6 (permalink)
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Unearthed Arcana (complex skill checks, death and dying)
Menace Manual
Modern Player's Companion (for the additional occupations, some feats, some equipment)
Blood and Fists
Blood and Fists: Master Edition pdf
Elements of Magic: Mythic Earth (if the setting calls for magic)
Psychic's Handbook (if the setting has mind powers)
Foe Factory: Modern
Hot Pursuit and Hot Pursuit: On Foot

Blood and Blades
Modern High
Sidewinder: Recoiled
Terminal Identity Uplink 1.0
Thrilling Tales: Omnibus

Things on the to buy list:
Blood and Brains
Blood and Spooks
Blood and Space 2: Galactic Edition
Blood and Time
Blood and Relics 2
Blood and Guts 2: General Edition
Darwin's World 2
Sharks!
Snakes!
Spider!
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