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    [Nexus] Thoughts on critical success/ fail

    Task Difficulty Classes The Difficulty Class (DC) is a number set by the GM that reflects how easy or challenging any given task is to complete. Providing a list of sample DC’s is pointless because the DC of each task changes based on the situations involved. Walking across a tightrope may be a...
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    [Nexus] GM Tool kits

    It includes the "How to" word file and excel sheets for: Personal weapons building: includes range, costs, damage, ammo mods and more Explosives building: includes burst radius, costs, damage and more Personal shields: includes the AC, DR, HP for them, costs, power usage and more Chemicals and...
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    D20 Modern Vehicle creation

    My slot based system which allows the intergration of all vehicles and creatures into a system which allows for better combats. :cool: I will be releasing the "How to" build this file soonish. It will include the word description file and an excel sheet to help you build them your self.
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    [Nexus] Cybernetics

    A complete reworking of the cyber brain. Now has more types available to buy, including compacted and miniaturised versions of larger types. The creature size sets the size available to be installed. I have grouped the cyber brain gear into one section. so more than 85 cybernetic implants...
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    Mechævolutions Development (updated 10/13/2006)

    LOL One day I'll get that right :confused: Yer I dropped that little legal thingee on to my site as well. ;)
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    Mechævolutions Development (updated 10/13/2006)

    It is good to see a similiar thought path thats all. Mines all OLG any way, like most others.
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    [Nexus] poisons

    OK here it is. Be kind :lol: It includes the How to build it document and also the excel sheet to speed up that process. Any suggestions or thoughts?
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    [Nexus] poisons

    You still make the FORT save every affect period. You save and NO damage. Yep need to write that in. cheers :D Or have a neutralise poison spell or have someone with treat injury or heal or insert the right skill here makes a check and they help you for that affect period or yes a...
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    [Nexus] poisons

    Arsenic Type: Mineral Onset time: 10 rounds Duration: 1 day Affect: Reduces constitution by 1. Affect Period: 1 minute Strength: 6, Strong Fort Save: 15 Treat Injury: 17 Type: Ingestion, powdered Cost: 344 DC: 18 Law level: +2 PL: 4 The poison is a fairly weak poison, but can kill. Trinova Root...
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    Mechævolutions Development (updated 10/13/2006)

    the last link did not work. :( Hum three sub sizes to one size of mech...hum sounds fimiliar... ;) :D
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    [Nexus] poisons

    This is the draft idea I am going with for poisons. Gone is the two save for poisons, and in comes a bit more deadly version. I will be also using my drug affects to have the poisons do more than just ability damage, like blur vision or make the creatures balance bad, or even low will saves...
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    If you were to make a core d20 system . . .

    well I am making my own d20 system :D So all the things I liked in other games, including modern/ UA/ future/ D&D 3.5/ alternity and other games, has made its way to my system and heaps of new ideas that i like. I am now play testing it and it seems to function OK, so i am happy. :D
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    Best Rules for Automatic Weapons

    So you can dive for cover from automatic fire but not a grenade??? The rules should be the same, it is either a directed attack or a area affect. Not a half and half weird thing that hangs off the side in its own little corner. Automatic weapons fire burst, not semi. Thus it takes ONE trigger...
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    Best Rules for Automatic Weapons

    well I have had my first players v gm gun fight and it was a hoot. A PC one shotted a 0 level NPC in the neck and kill him. The first round of the day. :\ A NPC hit the 2nd level PC in his armoured necked and staggered him for 3 rounds, hurting him bad, but he lived. :] A PC shoot a bad...
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    Best Rules for Automatic Weapons

    you seemed to have not read my ideas again. :( If you had read it you would see that if the a single round could not penetrate then no rounds will until the armour is destroyed. The vehicles will have "hard" armour and thus a high AC for good deflection. A tight 100 round burst gets the...
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    Best Rules for Automatic Weapons

    :uhoh: That depends if they want to wear armour, stand in the open or not. This sits pretty well with moderns fort save for massive damage that drops you to -1hp. I have 15 body points, 12 of which can only have a maximum from one attack of 20% of the creatures uninjured hp. The damage...
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    Best Rules for Automatic Weapons

    I put recoil into my system. And my 100 round FRA tight burst does 4d6 (large ballistic weapon) x10, so on average 140 damage. Is that DEADLY enough?
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    Best Rules for Automatic Weapons

    It seems a bit low rounds per 6 seconds 3 or 5 rounds, sure as a SA maybe, but not as a FRA. A machine gun fires way more than that per 6 seconds (1 round). This seem to limit the capacity of the automatic weapons a lot. You account for each round, man that must slow down the combats. Having a...
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    Best Rules for Automatic Weapons

    You need to be a member to see let alone download the files, sorry not my site. http://www.d20projects.com/forum/viewtopic.php?t=408 the -4, yes but it is s big difference between trying to hit a high AC creature and having a -4 to worry about and hit a 15!
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    Best Rules for Automatic Weapons

    A question I have a question for those using autofire DC. Do you give a modifier for an ally standing between the firer and target squares? (remember this is not an attack that uses a d20 roll by firer but a d20 roll by the defender) Do you give a modifier for an ally standing next to the...
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