What's your d20 modern kitbash

Psion

Adventurer
I'm used to melding together books from disparate sources for d20 fantasy. But what about d20 modern and future books? Anyone out there (for example) play dawning star drawing from Blood & Space? Or combine Blood & Fists with d20 Apoc and Darwin's World for some "fists of the north star" action?
 

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For me, when I'm playing D&D, I'm usually just playing D&D. :)

D20 Modern, though, is always an unholy handgrenade of source material.

30s Pulp Supers: d20 Modern, Grim Tales, Blood and Vigilance, d20 Call of Cthulhu, (and some Blood and Fists, Circuits, and Guts.) Usually The Game Mechanics' stuff is in there as well.

Airships!: Grim Tales, d20 Modern, Corsair!, Black Company Campaign Setting, half a dozen small PDFs for d20 Fantasy gaming, etc.

--fje
 

My current Kitbash is Grim Tales + Dragonstar + Star Wars

In an era of time, close to brink of the end of the timestream, starcasters (now an artifact whose means of creation is lost) are used to propel ships through the cosmos where an ancient magic known as 'Tokai' (Force powers) is used to manipulate the powers of the universe. Using Tokai is dangerous and potentially life threatening to those beginning tolearn its ways. Using it requires a caster ckeck ala Grim Tales spellcasting.

It is currently a work in progress and I have just started working on a campaign primer.
 

I wrote INFINITE: Epic Modern. Its daddy was the Epic SRD and its momma was d20 Modern.

I have this idea for a merger of d20 Modern and the Deities SRD...a modern-day demigods comparative mythology-meets-Buffy thing. I probably won't get around to running it any time soon, though.

I've been wanting to run "Steampunch" for a long time --- a Victorian Era martial arts martial arts tournament one-shot --- which would use Blood & Fists, d20 Past or Sidewinder, and possibly some beasties from Oriental Adventures.

I'd also like to take a crack at INFINITE + Blood & Fists, and do a completely pulped out homage to Enter the Dragon, with 25th level grandmasters duking it out for a shot at immortality.
 

I'm using d20 rules to run a Star*Drive game. While I use the Star*Drive race conversions that have appeared in d20 Future, Menace Manual and the New Heroic Aliens supplement, I use the original source material as much as possible.
 

Only a few rules changes makes d20 Modern work well for me. The biggest thing I've fiddled with is the Hermetic Magic rules from GURPS: Cabal, of all places. They add a real authentic feel in the form of bonuses to K(Arcane) rolls.
 

D20 Modern + Elements of Magic: Mythic Earth + Four-Color to Fantasy, with the possible addition of 'Mythic Heroes' from Bad-Axe Games if the players are up for it.
 

I use D20 Modern/Future + Star Wars D20 + Farscape + Babylon 5 + D&D/D20 Fantasy books + Rifts books + Darwin's World + D6 Aliens + Star Trek (Decipher?) + Alternity + D20 Modern supplements from RPGObjects, Ronin Arts, LPJ Designs and others + Star Hero + anything else I think is cool to make my Rift-ish setting. I use Force rules with VP/WP rules from SWD20, species from just about any source, advanced classes from all sorts of D20 Modern publishers as well as a few inspired/converted from Rifts and SWD20 as well as other sources, psionics from Modern, magic from Modern (although that may change once I read Wickett's new Magic book for Modern) with spells from other D20 Modern sources and a few converted spells, mutations from DW2 mixed with Future (thanks to Cutter for that), and cybernetics from Future.

Setting material is a blend of complete homebrew, Dawning Star, Rifts, Palladium's Galatic Heroes Unlimited, Star Wars, and other sources. The central theme is survival most times, but I've ran an epic scope cosmic ordeal in the setting as well as diplomatic intrigue. The setting spans several galaxies and into other dimensional realms. I have only the barest of outlines over most of the setting (a couple lines at most for most places), leaving the details to be filled in as we play out the games. It's the first time I've attempted something like this (although this has been going on for...well, at least 3 years now though we've been on hiatus since January) and it's been fun even with it not running really smoothly at times.

I love the modularity of D20. It makes every D20 book I have useful for my sci-fi/fantasy games!
 

The game I just started GMing for the wife.
Ruleset - D20 Modern, Future, Apocolypse, Cyberscape, Original Psi handbooks, and a smattering of advanced classes that I wrote, found online and borrowed from Urban Arcana (all Psi classes, I wanted one for each base class). I also use / will use a number of d20 monster books (notably goodman games dinosaur planet dinos). I'm also using the gestalt rules from UA.

Setting politically is strait from Space Master 1st edition, houses and politics. There has been some genetic drift due to the long history and problems of the race (using the mutation rules from Apoc there, with a very limited choice of mutations), cybernetics are accepted (Cyberscape), Psi exist, and so do spaceships and mecha. There is also a Jedi like order running around - just using some special feats, access to a lasersword (the only PL8 around, the setting is pretty much PL 7), and the psi advanced classes. PC robots would be allowed, but no one has wante to play them.

As the PCs explore out on the fringe, I'll pull creatures out of various d20 monster books to populate alien planets.
 

By far, my most successful Modern Kitbash is Modern & Call of Cthulhu in a setting I've been calling "Arkham Squad" for a couple of years now. It's not that fancy, only using the two sources, but I start with the premise that the heroes are the only ones immune to sanity checks (it's why they've been chosen and aren't highly-trained gods of special forces tactics), but I include all of the juicy Mythos elements, including the spells and monsters, alongside core and advanced Modern classes, and the mage & acolyte advanced classes.

I've run it for several Gamedays with good success, and ran a short campaign for the local group, which unfortunately ended when one of the players needed to blow off steam from the work-week. :] (think Branch Davidian Compound at Waco-level of disaster, times 100).
 

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