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Who's using d20 modern for a Sci-Fi campaign?
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<blockquote data-quote="Achan hiArusa" data-source="post: 629573" data-attributes="member: 2597"><p><strong>Trinity d20</strong></p><p></p><p>I have created a conversion of White Wolf's Trinity game for Modern d20. It uses the spells and powers from the Modern d20 book, the Modern d20 supplement (especially those spells that affect the modern world), The Mind's Eye (on the wizard's website), The Psionic's Handbook, and the converted spells from If Thoughts Could Kill (Malhavoc Press) all reorganized into the different specialties from that game. I am using Mecha Crusade for the VARGs and Mutant's & Masterminds for the Aberrants.</p><p></p><p>Starting Level is 4th with characters taking at least one level in a psychic class (each specialty is its own class, modelled after the Telepath from Agents of Psi). Bioware is treated as the bonded weapon of the Psychic Weapons Master (without the sentience), so weapon bonuses and other bonuses are based on XP-expenditure.</p><p></p><p>Other changes I have made are:</p><p></p><p>1) I use the Polyhedron Shadow Chaser's Threat Ranges and CoCd20 critical multipliers and gun damages (for Lasers I use Star Wars Blasters but use a x2 critical, as lasers cauterize any wound they make and would not cause hydrostatic shock).</p><p></p><p>2) I have instituted a Three Strikes and Your Out rule. The first massive damage save results in a fatigued result when successful. The second an exhausted result if successful (if the character is still fatigued). If the character is exhausted then he automatically fails his next massive damage save. This reflects the damage penalties from the White-Wolf game.</p><p></p><p>3) Subdual damage is tracked as per d20 (yes I know it makes the brawl feats very powerful, but so what?)</p><p></p><p>These three factors should make combat much less likely.</p><p></p><p>Sincerely,</p><p></p><p></p><p></p><p>Sammy Grimes</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 629573, member: 2597"] [b]Trinity d20[/b] I have created a conversion of White Wolf's Trinity game for Modern d20. It uses the spells and powers from the Modern d20 book, the Modern d20 supplement (especially those spells that affect the modern world), The Mind's Eye (on the wizard's website), The Psionic's Handbook, and the converted spells from If Thoughts Could Kill (Malhavoc Press) all reorganized into the different specialties from that game. I am using Mecha Crusade for the VARGs and Mutant's & Masterminds for the Aberrants. Starting Level is 4th with characters taking at least one level in a psychic class (each specialty is its own class, modelled after the Telepath from Agents of Psi). Bioware is treated as the bonded weapon of the Psychic Weapons Master (without the sentience), so weapon bonuses and other bonuses are based on XP-expenditure. Other changes I have made are: 1) I use the Polyhedron Shadow Chaser's Threat Ranges and CoCd20 critical multipliers and gun damages (for Lasers I use Star Wars Blasters but use a x2 critical, as lasers cauterize any wound they make and would not cause hydrostatic shock). 2) I have instituted a Three Strikes and Your Out rule. The first massive damage save results in a fatigued result when successful. The second an exhausted result if successful (if the character is still fatigued). If the character is exhausted then he automatically fails his next massive damage save. This reflects the damage penalties from the White-Wolf game. 3) Subdual damage is tracked as per d20 (yes I know it makes the brawl feats very powerful, but so what?) These three factors should make combat much less likely. Sincerely, Sammy Grimes [/QUOTE]
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