Mixing d20 CoC psychic feats with d20 Modern

Olive

Explorer
Can anyone think of any reason not to do this? I'm thinking that my next campaign will be a d20 Future campaign, low on F/X (no magic for example), but I quite like the idea of using the fairly low grade d20 CoC psychic feats to allow for that. Plus they seem to model stuff like River from Firefly better than the classes that d20 games usually use.

So what do people think?
 

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Olive said:
Can anyone think of any reason not to do this? I'm thinking that my next campaign will be a d20 Future campaign, low on F/X (no magic for example), but I quite like the idea of using the fairly low grade d20 CoC psychic feats to allow for that. Plus they seem to model stuff like River from Firefly better than the classes that d20 games usually use.

So what do people think?

Go for it, by all means. I love the CoC psychic feats (for one thing, "psychic" is a much cooler word that "psionics" :) ) and regularly use them in D20 Modern. It gives the game a less Wal*Mart D&D feel.
 

Sebastian Ashputtle said:
I love the CoC psychic feats (for one thing, "psychic" is a much cooler word that "psionics" :) ) and regularly use them in D20 Modern.

Just the man I'm looking for!

Do you sue the sanity and wisdom costs a well? Do you mix sanity into your d20M games in a general way?
 

Olive said:
Just the man I'm looking for!

Do you sue the sanity and wisdom costs a well? Do you mix sanity into your d20M games in a general way?

I don't use sanity in D20 Modern, unless I'm playing Call of Cthulhu or Silent Hill (I have a campaign setting based on the video game ;) ). But I employ the other costs, be it ability or hit point damage, definitely. Add in juicy flavor text, such as: "You use your mind blast and your head begins to pound with agony as blood pours from your nose. You lose 4 hit points."

I'll often add my own penalties for psychic feats, but warn the players of this in advance.

BTW, in a more cinematic, heroic, pulp-adventure campaign, I won't use Cthulhu's psychic feats at all, and I instead default to the D20 Modern psionic system.
 


I would suggest the Psychic's Handbook, myself. It's a very well-put-together system and you can definately use it WITHOUT extra classes. It's based entirely around Skills And Feats, and you can take the feats to take the skills ... at cross-class ranks!

Meaning the powers stay low powered by virtue of having half-ranks in the skills, etc etc. They are balanced as far as cost through "Strain", which is D&D-style nonlethal damage.

I've been putting together a similar system for SFX/Magic, Skills'n'Feats based, calling back to Alternity's magic system and the sort of magical spells and powers it worked with (the better to play Dark*Matter with, my dear).

--fje
 



It has both a Psychic core class for D&D and the class reworked as an AdC for Modern. Some PrCs, too. Most of it is feats, skills, additional feats, and alot of good GM information on how to use the systems in different ways in different campaigns ... info I think is a good addition and very useful for giving you all kinds of ideas.

--fje
 

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