3rd Party Recommendations


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wedgeski said:
I'm specifically looking for adventures and locales in a contemporary setting.

Locales in contemporary settings:
Modern Backdrops (RPGObjects)
Black Knight Casino (DarkFuries)
New Glory Naval Base (DarkFuries)

I have reviews of all of these in the review database.

Modern Backdrops is a bit higher FX.

Any genre is fine although my campaign is a low-FX (but not *no* FX), X-Files kind of deal, and I want stuff I can port relatively easily into it.

X-Files? Alien Invasion by RDP/RPGObjects (review forthcoming).
 

wedgeski said:
I'm specifically looking for adventures and locales in a contemporary setting. Any genre is fine although my campaign is a low-FX (but not *no* FX), X-Files kind of deal, and I want stuff I can port relatively easily into it.

Having said that I also just want to get up to speed on 3rd party support for d20M...

The Haven: City of Violence Starter Kit should have everything you need in a modern contemporary setting and for a VERY low price.
 

I'll second these as essential:
* Second World Sourcebook
* Sidewinder: Recoiled

And add:
* UltraModern Firearms D20

I'm also a fan of the following D20 Modern related products:
* Unearthed Arcana
* Dark*Matter
* The Spycraft 2.0 & Mutants & Masterminds 2.0 lines
 


For a low FX campaign I'd reccomend The Game Mechanic's Modern Player's Companion 1&2, possibly RPG Object's Blood and Relics, Ronin Arts 13 Conspiracies, 13 Occult Materials, 101 Occult Events, 101 Occult Books, 101 Urban Legends (conveniently bundled as well), I'll second 12 to Midnight, Heap's SFX books (when is the next one coming out damnit!) and Green Ronin's Ultramodern Firearms. I tend to SF campaigns, but I've found all of the above useful.
 

The thing about modern or ancient tech in a sci-fi setting, such as those in the PHB or Green Ronin's Ultramodern Firearms, is that for some time, there has been a strong thread of the use of such in future settings in the stories themselves.

After all, its all well and good that your Walther PAR (particle accellerator ray) can punch a hole in a bulkhead...but you can't use that weapon on board a starship in deep space.

And, as has been pointed out, guns jam and run out of ammo (or in sci-fi weapons, lose their charge), but the only thing that stops a machete from working is fatigue.
 

The Game Mechanics and 12 to Midnight have some great modern adventures with an x-files vibe to them. I also agree with the Dark Furies backdrops... they are sweet and have a ton of work put into each product.
 

All good, thank-you. I'm checking out lots of these as we speak.

Is there a reason that there isn't a d20 Modern sticky at the top of the board the same way there is for d20 Future?
 

The Black Kestrel said:
Heap's SFX books (when is the next one coming out damnit!)

Well, we're currently looking at art. I think the cover has been finalized as well. After that is layout, I guess. Which is to say, I have no real idea, but it's not that far off I'd say.

I'll share a Rank-Based Benefit, bit of a preview for those who haven't seen the products and a nibble for those who have:

Victor’s Vexation: Upon reaching 6 ranks in Physical Transmutation, the alchemist may attempt to create life in his own image. This experiment requires the raw materials of human construction – either large amounts of cultured human cells, PDC 30, (requiring direct access to genetic laboratories with stockpiles of cultured tissues) or, grotesquely, the flesh and bone of the recently deceased (the fresher the better, and usually free, if illegally obtained). The raw components are combined with other alchemical substances (PDC 25) in a lengthy process to fashion a new, human-like, body and infuse it with intelligence. The procedure requires ten successful DC 20 Physical Transmutation checks, one check performed every two days. A failed check does not cause the spell to fail, but two failed checks in a row or a total of four failures over the course of the ritual will ruin the process and all of the raw materials. During this time, the Alchemist must labor for 8 hours a day. A character not actively working on the ritual must rest and perform no other activities except eating, sleeping or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of this time, if using fresh, uncorrupt cultured tissues, the alchemist has created an Alchemical Flesh Golem. If using cadaver parts, the alchemist has only a 25% chance of creating an Alchemical Flesh Golem, otherwise he has instead created a standard Flesh Golem, albeit one with a malign intellect (roll 3d6 for the creature’s Intelligence score). An intelligent Flesh Golem is a tortured wretch, neither alive nor dead, and invariably seeks its own destruction … and that of its creator.
 

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