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Delta Green D20, its alive!
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<blockquote data-quote="EditorBFG" data-source="post: 2690295" data-attributes="member: 24719"><p>Well, obviously I don't have DG d20 yet, but from Call of Cthulhu, the main things that could throw you are the spells, NPCs and monsters. </p><p></p><p>Call of Cthulhu d20 uses a completely different set of spells, but an enterprising GM ought to be able to just replace the CoC spells with regular d20 spells based on the CR of the creature (obviously, you don't give the CR: 5 monster <em>limited wish</em>, etc.) and the name of the spell (Summon (insert favorite Lovecraftian thing here) could be replaced with an appropriate level summon monster spell, <em>Fist of Yog-Sothoth </em> could be an appropriate Bigby spell, etc.) and be able to maintain game balance with the d20 spells stats while describing spell effects in a more alien way. In other words, if the evil cultist summons a fiendish badger, use the fiendish badger stats but describe the summoned monster as a tentacled, squamous <em>thing</em>.</p><p></p><p>As for NPCs, the thing is Call of Cthulhu has no classes-- or, more properly, only one class, which is basically a Smart Hero-- so an NPC description from Call of Cthulhu will vary somewhat. The good news is, there are literally no class abilities or talents, just skills, base attack bonus, defense, etc. You can read a CoC d20 stat block no problem and not encounter any surprises, just don't bother looking for a character class.</p><p></p><p><em>EDIT: I should mention that NPC stat-blocks might say "Offense Option" or "Defense Option," which doesn't really mean anything for you if you're using d20 Modern. Basically, everyone in CoC is a Smart Hero, but you choose whether to be a Smart Hero with a better base attack (Offense Option) or better saves and defense (Defense Option).</em></p><p></p><p>Monsters should also have familiar stat blocks, and for the most part their special abilities are derived from <em>Monster Manual </em> creatures. A handful of monsters from CoC might have class abilities that are unfamiliar, and that's the only real place where you have to wing it. Also, prior to CoC d20, there were some online conversions of Lovecraft stories (uber-Conan scholar Vincent Darlage had a bunch of stats on his site) so you can probably find use online sources to sub sme stuff for Deep Ones, Mi-go and the like.</p><p></p><p>So, yeah, there might be a bit of extra work to use Delta Green with d20 Modern, but as long as you have some sanity rules it's all relatively minor, and certainly shouldn't keep anyone from purchasing the (long-awaited) d20 version of one of the most universally praised role-playing sourcebooks ever published. It's CIA/Special Forces types against Cthulhu-stuff-- it's a simple concept that would've been hard to screw up. But Pagan Publishing not only didn't screw it up, but fully fleshed it out and re-imagined Lovecraft in such a way as to create something both brilliant and utterly new.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 2690295, member: 24719"] Well, obviously I don't have DG d20 yet, but from Call of Cthulhu, the main things that could throw you are the spells, NPCs and monsters. Call of Cthulhu d20 uses a completely different set of spells, but an enterprising GM ought to be able to just replace the CoC spells with regular d20 spells based on the CR of the creature (obviously, you don't give the CR: 5 monster [I]limited wish[/I], etc.) and the name of the spell (Summon (insert favorite Lovecraftian thing here) could be replaced with an appropriate level summon monster spell, [I]Fist of Yog-Sothoth [/I] could be an appropriate Bigby spell, etc.) and be able to maintain game balance with the d20 spells stats while describing spell effects in a more alien way. In other words, if the evil cultist summons a fiendish badger, use the fiendish badger stats but describe the summoned monster as a tentacled, squamous [I]thing[/I]. As for NPCs, the thing is Call of Cthulhu has no classes-- or, more properly, only one class, which is basically a Smart Hero-- so an NPC description from Call of Cthulhu will vary somewhat. The good news is, there are literally no class abilities or talents, just skills, base attack bonus, defense, etc. You can read a CoC d20 stat block no problem and not encounter any surprises, just don't bother looking for a character class. [I]EDIT: I should mention that NPC stat-blocks might say "Offense Option" or "Defense Option," which doesn't really mean anything for you if you're using d20 Modern. Basically, everyone in CoC is a Smart Hero, but you choose whether to be a Smart Hero with a better base attack (Offense Option) or better saves and defense (Defense Option).[/I] Monsters should also have familiar stat blocks, and for the most part their special abilities are derived from [I]Monster Manual [/I] creatures. A handful of monsters from CoC might have class abilities that are unfamiliar, and that's the only real place where you have to wing it. Also, prior to CoC d20, there were some online conversions of Lovecraft stories (uber-Conan scholar Vincent Darlage had a bunch of stats on his site) so you can probably find use online sources to sub sme stuff for Deep Ones, Mi-go and the like. So, yeah, there might be a bit of extra work to use Delta Green with d20 Modern, but as long as you have some sanity rules it's all relatively minor, and certainly shouldn't keep anyone from purchasing the (long-awaited) d20 version of one of the most universally praised role-playing sourcebooks ever published. It's CIA/Special Forces types against Cthulhu-stuff-- it's a simple concept that would've been hard to screw up. But Pagan Publishing not only didn't screw it up, but fully fleshed it out and re-imagined Lovecraft in such a way as to create something both brilliant and utterly new. [/QUOTE]
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