Magic Missile
First Post
I'm about to run a one-off d20 modern game based on (read: plagiarised from) Jurassic Park...
So I'm going to have tranq rifles, electric nets and so on in addition to the standard lethal weapons...
How do theres rules look? They're sort of a mix of Spycraft, d20 Modern and D&D rules... this is my first time at running d20 modern so they're probably a bit off...
Tranquiliser Rifle: damage d8 + tranquiliser
The rifle holds a special cartridge of 5 darts, reloading is a standard action
Tranquiliser Pistol: damage d4 + tranquiliser
The pistol holds one dart, reloading is a standard action
Tranquiliser: poison; FORT save DC 17, initial and secondary damage: unconsciousness for d3 hours
Electric Net launcher: ranged touch attack to hit, damage d6 per round; each round the target must have a FORT save DC 18 or be knocked unconscious
The net launcher looks like a bazooka - once fired it is useless unless a new electric net is loaded; a full round action
Dinosaur Prod: A larger and more dangerous version of a cattle prod, the Dino Prod is a reach weapon, damage d8 - targets hit by this must make a FORT save DC 18 or be knocked unconscious. A Dino prod has 50 charges, each use drains a charge
Gas Grenade: as tear gas grenade in d20 modern - anyone caught in it must make a FORT save DC 20 or be paralysed for 2d10 rounds
Any additional idea for this kind of non lethal animal control weapon would be appreciated, as would some long and complex names for the tranquiliser and gas grenade chemcials... ("Ammonium di-hepta-hydroxide? What the heck does that do?")
Thanks...
So I'm going to have tranq rifles, electric nets and so on in addition to the standard lethal weapons...
How do theres rules look? They're sort of a mix of Spycraft, d20 Modern and D&D rules... this is my first time at running d20 modern so they're probably a bit off...
Tranquiliser Rifle: damage d8 + tranquiliser
The rifle holds a special cartridge of 5 darts, reloading is a standard action
Tranquiliser Pistol: damage d4 + tranquiliser
The pistol holds one dart, reloading is a standard action
Tranquiliser: poison; FORT save DC 17, initial and secondary damage: unconsciousness for d3 hours
Electric Net launcher: ranged touch attack to hit, damage d6 per round; each round the target must have a FORT save DC 18 or be knocked unconscious
The net launcher looks like a bazooka - once fired it is useless unless a new electric net is loaded; a full round action
Dinosaur Prod: A larger and more dangerous version of a cattle prod, the Dino Prod is a reach weapon, damage d8 - targets hit by this must make a FORT save DC 18 or be knocked unconscious. A Dino prod has 50 charges, each use drains a charge
Gas Grenade: as tear gas grenade in d20 modern - anyone caught in it must make a FORT save DC 20 or be paralysed for 2d10 rounds
Any additional idea for this kind of non lethal animal control weapon would be appreciated, as would some long and complex names for the tranquiliser and gas grenade chemcials... ("Ammonium di-hepta-hydroxide? What the heck does that do?")
Thanks...

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