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Brainstorm - D20 Modern

Posted by DM DarkchyldeFor group 0
DM Darkchylde
GM, 10 posts
Wed 16 Nov 2005
at 20:04
  • msg #1

Brainstorm - D20 Modern

Ok people, what type of game do you want to play? Lets brainstorm right here and decide on where the campaign is heading.
This message was last updated by the GM at 21:50, Mon 13 Mar 2006.
DM Kindred
GM, 112 posts
Sat 7 Jan 2006
at 09:07
  • msg #8

D20 Modern

PL 6: FUSION AGE
The development of fusion power provides an efficient, nonexpendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become even more accessible, reliable, and powerful, leading to the development of virtual systems and widespread access to the global Internet.
Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpowers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.
Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corporate-sanctioned attempts to genetically manipulate human beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species toward the end of the age. Scientists also perfect cloning technology, and the first human clones are created.
In the later years of this age, the first crude applications of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel.
Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.
The age sees the tenuous settlement of other planets and asteroids within the same star system.

Advance Classes:

HELIX WARRIOR
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.
Requirements
To qualify to become a Helix Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (tactics) 3 ranks.
Feat: Endurance.


Class Information
The following information pertains to the Helix Warrior advanced class.
Hit Die
The Helix Warrior gains 1d10 hit points per level. The character’s Constitution modifier applies.
Action Points
The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Helix Warrior’s class skills are as follows.
Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

Table: The Helix Warrior
Level   BAB	Fort 	Ref    Will     Special	                                   Defense  Reputation
1st	+1	+1	+0	+1	Haul, light sleeper, survivor             +1      +0	
2nd	+2	+2	+0	+2	Darkvision (60 ft.)	                     +1 	+0	
3rd	+3	+2	+1	+2	Bonus feat	                              +2	+1	
4th	+4	+2	+1	+2	Strong as an ox                                +2	+1	
5th	+5	+3	+1	+3	Darkvision (90 ft.), superior conditioning	+3	+1	
6th	+6	+3	+2	+3	Bonus feat                                 	+3	+2	
7th	+7	+4	+2	+4	Improved reaction	                           +4	+2	
8th	+8	+4	+2	+4	Darkvision (120 ft.)	                    +4	+2	
9th	+9	+4	+3	+4	Bonus feat	                             +5	+3	
10th	+10	+5	+3	+5	Decisive attack                           +5	+3	


Class Features
The following class features pertain to the Helix Warrior advanced class.
Haul
Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.
Light Sleeper
Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)
Survivor
When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
Darkvision
Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-andwhite only, but is otherwise like normal sight.
The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training.
Strong As An Ox
At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).
Superior Conditioning
Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.
Improved Reaction
At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.
Decisive Attack
At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).


EQUIPMENT

THE GADGET SYSTEM
The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.
Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.
First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Purchase DC of the base item according to the gadget’s instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.

UNIVERSAL WEAPON GADGETS
The following gadgets are universal and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.

Alternate Weapon
Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.
Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.
Purchase DC Modifier: +4.

Autofire Module
Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.
Restrictions: Ranged weapon without autofire only.
Purchase DC Modifier: +2.

Autoloader Module
Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.
Restrictions: Ranged weapons using box magazines or power packs only.
Purchase DC Modifier: +3.

Booby Trapped
Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.
Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.
Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.
Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.
Restrictions: None.
Purchase DC Modifier: +6.

Collapsible
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.
Restrictions: None.
Purchase DC Modifier: +2.

Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +2.

Expanded Magazine
Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +2.

Genetic Tags
Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.
Restrictions: Ranged ballistic weapons only.
Purchase DC Modifier: +2.

Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.
Purchase DC Modifier: +1.

Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +5.

Scope, Rangefinding Laser
One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +1.

Sensor Baffling
From simple metal detectors to advanced x-ray scanners, there’s a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.
Restrictions: None.
Purchase DC Modifier: +2.

Spring-Loaded
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.
Restrictions: Weapons of size Small or smaller only.
Purchase DC Modifier: +2

Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.
Restrictions: Energy weapons only.
Purchase DC Modifier: +2 (Fort DC 12); +4 (Fort DC 15); +6 (Fort DC 18).

Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Purchase DC Modifier: +2.

Variable Ammunition
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.
This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.
Restrictions: Ranged ballistic weapons only.
Purchase DC Modifier: +4.

Variable Charge
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.
Restrictions: Ranged energy weapons only.
Purchase DC Modifier: +6.

Voice Recognition System
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.
Restrictions: None.
Purchase DC Modifier: +1.

UNIVERSAL ARMOR GADGETS
The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.

Environment Seal
Since many armors are designed with a particular environment in
mind, this gadget provides the wearer protection from harsh conditions.
The environment seal gadget transforms any armor into a
stable and insulated artificial environment. This provides the wearer
with the right amount of breathable air and external pressure to
assure comfort and survival for up to eight hours, ensuring that the
armor can function in the extremes of the deep sea or deep space,
along with any environment in between. Only certain types of armor
can handle this modification and those that do usually integrate a
sealed helmet, body glove, and emergency air tanks to generate
internal atmosphere.
Restrictions: Medium, heavy, or powered armor only.
Purchase DC Modifier: +4.

Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the
gadget modification is made.
Purchase DC Modifier: +2.

Integrated Weapon
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.
When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.
Restrictions: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.
Purchase DC Modifier: See text.

Storage Compartment
A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restrictions: None.
Purchase DC Modifier: +1.

Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Purchase DC Modifier: +4.

Ultralight Composition
The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor’s speed limitation is increased by 5 feet (to a maximum of the user’s normal speed). So, for example, an armor with an Armor Check Penalty of –2 and a speed limitation of 20 feet now has an Armor Check Penalty of –1 and a speed limitation of 25 feet.
Restrictions: None.
Purchase DC Modifier: +4.

UNIVERSAL EQUIPMENT GADGETS
The following gadgets are universal and can apply to equipment found in any era, provided all gadget-specific restrictions are observed.

Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Purchase DC Modifier: +1.

Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing equipment vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Purchase DC Modifier: +3.

Multiple Use Item
Similar in function to the alternate weapon gadget, the multiple use item gadget allows the character to integrate the function of two separate items into a single device.
When selecting the multiple use item gadget, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base object.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Purchase DC Modifier: +1.

Paint-On LCD
One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD gadget. This allows almost any surface to be used as a computer display, as it grafts the color-changing pixels common to all display devices onto another surface.
Any piece of equipment with the paint-on LCD gadget can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armor may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data.
Restrictions: None.
Purchase DC Modifier: +4.

Satellite Datalink
At the dawn of the Information Age, the value of knowledge and accurate intelligence became a crucial aspect of warfare. The ability to connect to a global communications network was critical to the success of any army, as intelligence traveled at the speed of light across the globe to command centers safe behind defended battle lines. The satellite datalink gadget enables any piece of equipment, from computer to communication device to heads-up display, to connect to a global (or, if in place, galactic) satellite network and communicate with computer systems in far remote areas.
Restrictions: This gadget may only be used with gear containing computerized communications equipment.
Purchase DC Modifier: +1.

Storage Compartment
Like the gadget used for armor, the ability to store and carry small items in a safe place can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restrictions: None.
Purchase DC Modifier: +1.
This message was last edited by the GM at 10:45, Wed 11 Jan 2006.
Elite Command
GM, 1 post
Thu 12 Jan 2006
at 17:36
  • msg #10

D20 Modern - Elite Ranks

Elite-Second Lieutenant
Elite-Lieutenant
Elite-Captain
Elite-Major
Elite-Lieutenant Colonel
Elite-Colonel
Elite-Brigadier
Elite-Major General
Elite-Lieutenant General
Elite-General
Elite-Command

All PCs start as Elite-Majors with full security clearance.
This message was last edited by the player at 17:49, Thu 12 Jan 2006.
Elite Command
GM, 3 posts
Thu 12 Jan 2006
at 19:26
  • msg #11

Re: D20 Modern - Torture

The following rules were presented by Jedi Nyte of the D20 Modern boards. I like them so we can use them if you feel the need.

I'll break torture down into three types: physical torture, psychological torture, and sleep deprivation.

Physical Torture
In order to torture someone physically, the victim must be helpless. I think this could be further broken down in one of two ways: short-term and long-term.

Short-term torture is basically hit point damage. Good for short scenes where no one cares whether or not the victim lives or dies. The threat is immediate and pretty scary.

Long-term torture would follow a little different formula:
1. After a specified amount of time (to be determined by the GM - a day, a week, a month), the victim must make a Fortitude save. The Fortitude save DC is set by the torturer's Treat Injury check, and the torturer gains a +2 synergy bonus if he has 5 or more ranks in the Knowledge (Earth and Life Sciences) skill.
2. If the Fortitude save succeeds, the victim suffers no ill effects.
3. If the Fortitude save fails, the victim suffers 1 point of temporary Constitution damage.
4. If the victim's Constitution score reaches 0, he or she dies.

Psychological Torture
In order to torture someone psychologically, the victime does not have to be helpless, but he or she does have to be unable to escape the taunts, threats, etc. of the torturer.

Psychological torture would follow this formula:
1. After a specified amount of time (to be determined by the GM - a day, a week, a month), the victim must make a Will save. The Will save DC is set by the torturer's Intimidate check, and the torturer gains a +2 synergy bonus if he has 5 or more ranks in the Knowledge (Behavioral Sciences) skill.
2. If the Will save succeeds, the victim suffers no ill effects.
3. If the Will save fails, the victim suffers 1 point of temporary Charisma damage.
4. If the victim's Charisma score reaches 0, he or she withdraws into a catatonic stupor, and is helpless.
5. If the GM desires, a Will save that fails by 10 or more shatters the victim's mind, driving him or her insane.

Sleep Deprivation
This one's easy. Not allowing victims to get a full night's rest keeps him or her from recovering hit points, ability score damage, and (for Agents of PSI campaigns) psionic power points.

Other Considerations
Torture can really handicap players in an Agents of PSI campaign, seeing as both Constitution and Charisma are the key ability scores for a number of psionic powers.

Whaddya' think? I eagerly await your feedback.
Elite Command
GM, 4 posts
Fri 13 Jan 2006
at 22:36
  • msg #12

Re: D20 Modern - Sniping

IIRC = If I recall correctly

Scopes also provide +1 to strike

A scope requires you to spend a move action to acquire your target, otherwise you take a penalty to the attack roll for not being able to aim properly. Weapons with scopes do not have sights that you can use to aim with (they are covered up by the scope) and so the only way to aim is through the scope, otherwise you are essentially "shooting from the hip".

I believe that the more powerful scopes required attack actions, or even full-round actions, to acquire a target in the scope. Thus, weapons with scopes (especially high-magnification scopes) are not meant for any sort of close-range combat. It's just not practical to have to use a round to acquire each new target. Usually, unless you're a sniper, you don't use a scope at all.

You can maintain focus on a target as a free action, by the way, as long as the target doesn't leave your sight. If they even walk behind a wall for a second, you need to reacquire them in the sights.

Scope rules are in d20 Modern. Extends range by half, and uses one Move Action for target acquisition.

For simple combat, you only need to worry about two magnifications: High & low. High mag extends range and requires an Move Action. Low mag doesn't extend range and doesn't require an Move Action to acquire the target.

Most modern scopes are variable magnification. In game terms, it means they have two settings: High magnification and low. When using these rules, my character uses low power (magnification) and switches to high only when needed. House rule is unless you notify GM of switching back to low power, scope is left on high power. You can rule the change is a free action or an attack action as it pleases you.

P.S. - High & Low magnification rules are "house" rules and aren't in the d20 Modern book.
Elite Command
GM, 6 posts
Sat 14 Jan 2006
at 00:44
  • msg #13

Re: D20 Modern - Cybernetics

Every Elite has the Identity Chip implant.

Identity Chip (PL 6)
dentity chips provide identification without requiring visual recognition— high-tech ID cards that function even when the wearer is unrecognizable.
Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds.
Type: Internal.
Hardness/Hit Points: –/1.
Base Purchase DC: 5.
Restriction: None.

Elite Body Armor
The Elite Body Armor combat system was a major Information Age step in the ongoing effort to increase the efficiency of the individual solder. The primary benefits of Elite Body Armor are found in its communications and sensor gear; each Elite Body Armor has a built-in computer that is capable of sending and receiving text and image transmissions (via a display built into the armor), including images captured from the scope of a linked OICW assault rifle or TacMil sniper rifle. Additionally, the display can be linked to the scopes on those weapons to provide real-time representations of what the scope can see, allowing the wearer to fire around corners with ease. In addition to the communications and data equipment, the armor functions as standard infantry battle armor complete with bullet-resistant plating and kevlar protective gear. The armor allows for instantaneous transmission of coordinates and targeting information, allowing teams of Land Warrior-capable soldiers to communicate and coordinate with ease and efficiency.

Armor: Elite Body Armor
Type : Tactical
Equipment Bonus: +6
Nonprof. Bonus: +3
Max Dex Bonus: +3
Armor Penalty: -3
Speed: 20 ft./15 ft.
Wgt: 10 lb.
This message was last edited by the GM at 15:10, Tue 13 June 2006.
Elite Command
GM, 45 posts
Mon 13 Mar 2006
at 22:20
  • msg #14

Re: D20 Modern - Equipment

I have move the equipment to File links, just click on Game info and then look for file links at the to of the page.
Elite Command
GM, 46 posts
Tue 14 Mar 2006
at 21:46
  • msg #15

Re: D20 Modern - Equipment

Neo-Zombie (Template)
Zombies do not speak.
Template Traits
“Zombie” is a template that can be added to any corporeal creature (referred to hereafter as the base creature. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: +4
Type: The creature’s type changes to Aberration.
HD: Change to d8.
Speed: If the base creature could fly, its maneuverability rating as a zombie drops to clumsy, zombies add +15 ft to all their base speeds.
Defense: A zombie’s natural armor bonus to Defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus, if it’s higher): Tiny or smaller +3, Small +4, Medium-size +5, Large +6, Huge +7, Gargantuan +10, Colossal +14.
Attacks: The zombie retains all the natural attacks and manufactured weapons of the base creature, but loses any weapon proficiency feats. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.
Special Qualities: A zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A zombie may retain any or all of the base creature’s extraordinary abilities, at the GM’s discretion. A zombie as the following special qualities:
Tireless (Ex): A zombie can never be fatigued or suffer exhaustion.
Death’s Door (Ex): A zombie appears to die if reduced to –10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its “death” is only temporary; when the zombie’s fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life.
Zombie Healing (Ex): A zombie may make a fortitude save DC 15 as a free action at the beginning of every round to recover 1 lost hit point, a zombie that has suffered a critical hit or failed a massive damage save loses this ability.
Immunities (Ex): A zombie is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to nonlethal damage.
Unliving (Ex): A zombie does not need to eat sleep or breath.
Saves: Same as the base creature, modified by new ability scores.
Allegiances: A zombie loses any previous allegiances; it gains the allegiance “The Hunger”.
Action Points: A zombie does not acquire or amass action points. It loses any action points gained by the base creature.
Reputation Bonus: A zombie has a +0 Reputation bonus.
Ability Scores: A zombie’s ability scores change as follows: Str +2, Dex –2, +4 Con. Additionally, it has no Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The zombie loses all skills, but gains a +10 species bonus to jump and climb checks.
Feats: A zombie gains Run, Great Fortitude, and Improved Damage Threshold as bonus feats. A zombie also gains a number of toughness feats equal to its level as bonus feats.
__________________
Elite Command
GM, 47 posts
Tue 14 Mar 2006
at 23:13
  • msg #16

Re: D20 Modern - Mecha



Hey I'll be building mecha from scratch using the rules in D20-Future. Starting with this bad boy:


This message was last edited by the player at 03:30, Wed 15 Mar 2006.
Scotty
player, 41 posts
Fri 20 Oct 2006
at 22:04
  • msg #17

Re: D20 Modern - Mecha

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