Origen
12-13-2006, 04:48 PM
1. Weapon Finesse and Combat Reflexes work like their D&D 3.5 counterparts:
http://www.d20srd.org/srd/feats.htm#combatReflexes
http://www.d20srd.org/srd/feats.htm#weaponFinesse
2. For the first three levels, characters will probably not be entering into combat as much, but when they hit -10 hit points, they will be taken out of combat somehow, but not actually killed. Unconscious, broken leg, something like that. We'll figure it out as we go.
After 3rd level, characters will operate on Fate Points. I haven't completely hammered this mechanic out yet. At its most basic level, it means that when you are killed, you can spend a fate point and somehow survive. This will NOT allow you to step in front of a mack truck and survive. You can't suicide, and then expect fate to save you.
3. The Soldier advanced class is replaced with Assault Training, Recon Training, Infantry Training, Specialist and Leadership Training from Charles Rice's Blood and Guts 2: Military Training.
4. The Fast Hero base class has Combat Martial Arts added to its list of bonus feats.
5. I am going to use the expanded rules for Action points found here in the d20 SRD:
http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm#specialActions
This will also apply to NPCs who have action points.
Note: This does not change the number of times a feat can be used if it is limited to number of times per day, like Heroic Surge or a metamagic feat.
One caveat: the feat emulation does require you to have all the prerequisites for a feat. So, for example, you can only use an Action Point to utilize Cleave if you have a Str of 13+ and Power Attack already, for example.
Also, to answer a question someone asked me today, the feat emulation is only going to be available for feats in the d20 Modern SRD, and not for 3rd party supplements.
By the SRD, I mean the main portion of the SRD, and not Future or Arcana feats.
You may not use an Action Point to emulate a feat which, in turn, requires you to spend another Action Point.
At 4th level in the Cell 2 campaign, I did a one-time reboot for Action Points to 75% (rounded down) of the maximum possible for each character. I may also, occasionally, give out bonus Action Points for particular stylish or heroic actions.
6. The following feats are available for play:
Krav Maga
Martial Arts Style
Prerequisites: Combat Martial Arts or Defensive Martial Arts.
Effect: You are proficient in punching attacks and are considered armed when making such attacks. You also provoke no attacks of opportunity from grapple or disarm attacks. This feat adds Escape Artist, Sense Motive and Tumble to your permanent list of class skills. Krav Maga attacks are modified by Strength and cannot be finessed. Krav Maga is an adaptable, non-aesthetic style.
Style Maneuvers: Any (adaptable).
-
Improvised Weapons
You are a walking disaster area. Anything you touch is likely to be used in a fight.
Prerequisite: Brawl
Effect: You may use any improvised weapon with no penalty to-hit. You must learn how to use items designed as weapons in the normal way.
7. The following feat is available for Pauly's character only, by request:
Scientific Improvisation [General]
Prerequisite: Int 13+, Craft (chemical) 6 ranks _or_ Craft (electronic) 6 ranks, _or_ Knowledge (earth and life sciences) 6 ranks _or_ Knowledge (physical sciences) 6 ranks _or_ Knowledge (technology) 6 ranks _or_ Research 6 ranks.
You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration. This ability lets the character create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
Benefit
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.
Note: When improvising weapons the weapon in question does 1 dice class lower than the base weapon class. ( E.G. An improvised Long Sword - say, something along the lines of a piece of rebar you somehow sharpen) does 1d6 instead of 1d8.)
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the character can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
The GM can, at his discretion, allow for items to be produced that take longer than one round, especially if the effect desired is particularly complex. Given the right tools and situation, the player can take 10 on this check but not 20, and effects like Aid Another can help this roll.
8. The material in "22 Talent Trees" is available for players with the following exceptions.
The following talent trees will NOT be available in the game:
- Strong Hero - Mighty Talent Tree.
- Fast Hero - The Finesse Talent Tree is largely redundant because of my house rules, but it is still available. Just to clarify, Rapid Precision is ONLY for melee weapons.
- Quicker than the Eye talent tree. Not just no, but HELL NO!
- Tough Hero - FX Resistance Talent Tree. Yes, I'll take SR 27 at 7th level. NOT!
- Smart Hero - Quick Thinking Talent Tree.
- Smart Hero - Tactical Talent tree.
- Dedicated Hero - Animal Companion Talent Tree.
- Dedicated Hero - Selfless Talent Tree.
- The Dedicated Hero - Virtuous Talent Tree will be in the game, but I would expect it be roleplayed.
9. Balance, Jump and Tumble are consolidated into one skill. That skill is "Tumbling" for simplicity. I may say "Jump" or "Balance" or "Tumble." It's all the same thing. Use Strength or Dexterity to modify, whichever is higher.
Swim and Climb are consolidated into one skill. That skill is "Athletics." Use Strength to modify.
Hide and Move Silently are consolidated into one skill. That skill is "Stealth." Use Dexterity to modify.
Listen and Spot are consolidated into one skill. That skill is "Perception." Use Wisdom to modify.
Intimidate does not exist. Use Diplomacy or Bluff, as appropriate. Use Charisma to modify.
I'm combining Knowledge - Business and Knowledge - Civics.
I'm combining Knowledge - Current Events and Knowledge - Knowledge - Popular Culture.
I'm combining Knowledge - Art, Knowledge - History and Knowledge - Theology and Philosophy.
10. Advanced Firearms Proficiency and Burstfire are now folded into one feat: Advanced Firearms Proficiency. Splitting them up, in my opinion, is like splitting up Ambidexterity and Two-Weapon Fighting. It is needless fragmentation.
11. Blood & Guts 2 - Whenever you see "Balance" as a class skill or requirement, replace it with "Tumble."
Nobody EVER has to take the Desk Jockey feat. If you need it as a prereq, ask me.
12. The following feat is available in the game:
Mozambique Drill
You can fire a trio of well-placed shots at an opponent.
Prerequisite: Base attack +4, Personal Firearms Proficiency, Point Blank Shot, Double Tap.
Benefit:When firing at a target within 30 feet using a handgun in single-shot mode with at least three bullets loaded, the character may fire a Double Tap to the torso and a follow-up with a shot to the target's head. This maneuver is executed as a single attack against a single target. The character receives a -2 penalty on the attack roll, but deals +2 dice of damage. For example, a handgun that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drill expends three bullets, and can only be done if the weapon has three bullets in it.
Normal: A character without this feat is unable to execute a Mozambique drill. Treat any attempts as a normal Double Tap that expends three bullets. The additional bullet is wasted.
13. The Telepath and Battlemind advanced classes, and all psionically-oriented advanced classes otherwise found in the core rules of the d20 Modern SRD, are hearby replaced with this advanced class:
http://www.greenronin.com/files/psychic_web.pdf
The psionics rules in the d20 Modern core rules are also replaced with the psionics rules in this book, although I will be posting my changes to those rules in the stickied thread by that title.
14. Cross Training
Prerequisites: At least 1 level of Smart Hero.
Benefit: Choose three skills which are not on the list of possible skills for use with the Smart Hero "Savant" talent. These skills are now available to you in conjunction with that talent. This feat does not grant you those skills as class skills, however. You may also choose 1 class besides Smart Hero. The levels of that class stack with Smart Hero for purposes of determining the Savant bonus.
http://www.d20srd.org/srd/feats.htm#combatReflexes
http://www.d20srd.org/srd/feats.htm#weaponFinesse
2. For the first three levels, characters will probably not be entering into combat as much, but when they hit -10 hit points, they will be taken out of combat somehow, but not actually killed. Unconscious, broken leg, something like that. We'll figure it out as we go.
After 3rd level, characters will operate on Fate Points. I haven't completely hammered this mechanic out yet. At its most basic level, it means that when you are killed, you can spend a fate point and somehow survive. This will NOT allow you to step in front of a mack truck and survive. You can't suicide, and then expect fate to save you.
3. The Soldier advanced class is replaced with Assault Training, Recon Training, Infantry Training, Specialist and Leadership Training from Charles Rice's Blood and Guts 2: Military Training.
4. The Fast Hero base class has Combat Martial Arts added to its list of bonus feats.
5. I am going to use the expanded rules for Action points found here in the d20 SRD:
http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm#specialActions
This will also apply to NPCs who have action points.
Note: This does not change the number of times a feat can be used if it is limited to number of times per day, like Heroic Surge or a metamagic feat.
One caveat: the feat emulation does require you to have all the prerequisites for a feat. So, for example, you can only use an Action Point to utilize Cleave if you have a Str of 13+ and Power Attack already, for example.
Also, to answer a question someone asked me today, the feat emulation is only going to be available for feats in the d20 Modern SRD, and not for 3rd party supplements.
By the SRD, I mean the main portion of the SRD, and not Future or Arcana feats.
You may not use an Action Point to emulate a feat which, in turn, requires you to spend another Action Point.
At 4th level in the Cell 2 campaign, I did a one-time reboot for Action Points to 75% (rounded down) of the maximum possible for each character. I may also, occasionally, give out bonus Action Points for particular stylish or heroic actions.
6. The following feats are available for play:
Krav Maga
Martial Arts Style
Prerequisites: Combat Martial Arts or Defensive Martial Arts.
Effect: You are proficient in punching attacks and are considered armed when making such attacks. You also provoke no attacks of opportunity from grapple or disarm attacks. This feat adds Escape Artist, Sense Motive and Tumble to your permanent list of class skills. Krav Maga attacks are modified by Strength and cannot be finessed. Krav Maga is an adaptable, non-aesthetic style.
Style Maneuvers: Any (adaptable).
-
Improvised Weapons
You are a walking disaster area. Anything you touch is likely to be used in a fight.
Prerequisite: Brawl
Effect: You may use any improvised weapon with no penalty to-hit. You must learn how to use items designed as weapons in the normal way.
7. The following feat is available for Pauly's character only, by request:
Scientific Improvisation [General]
Prerequisite: Int 13+, Craft (chemical) 6 ranks _or_ Craft (electronic) 6 ranks, _or_ Knowledge (earth and life sciences) 6 ranks _or_ Knowledge (physical sciences) 6 ranks _or_ Knowledge (technology) 6 ranks _or_ Research 6 ranks.
You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration. This ability lets the character create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
Benefit
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.
Note: When improvising weapons the weapon in question does 1 dice class lower than the base weapon class. ( E.G. An improvised Long Sword - say, something along the lines of a piece of rebar you somehow sharpen) does 1d6 instead of 1d8.)
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the character can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
The GM can, at his discretion, allow for items to be produced that take longer than one round, especially if the effect desired is particularly complex. Given the right tools and situation, the player can take 10 on this check but not 20, and effects like Aid Another can help this roll.
8. The material in "22 Talent Trees" is available for players with the following exceptions.
The following talent trees will NOT be available in the game:
- Strong Hero - Mighty Talent Tree.
- Fast Hero - The Finesse Talent Tree is largely redundant because of my house rules, but it is still available. Just to clarify, Rapid Precision is ONLY for melee weapons.
- Quicker than the Eye talent tree. Not just no, but HELL NO!
- Tough Hero - FX Resistance Talent Tree. Yes, I'll take SR 27 at 7th level. NOT!
- Smart Hero - Quick Thinking Talent Tree.
- Smart Hero - Tactical Talent tree.
- Dedicated Hero - Animal Companion Talent Tree.
- Dedicated Hero - Selfless Talent Tree.
- The Dedicated Hero - Virtuous Talent Tree will be in the game, but I would expect it be roleplayed.
9. Balance, Jump and Tumble are consolidated into one skill. That skill is "Tumbling" for simplicity. I may say "Jump" or "Balance" or "Tumble." It's all the same thing. Use Strength or Dexterity to modify, whichever is higher.
Swim and Climb are consolidated into one skill. That skill is "Athletics." Use Strength to modify.
Hide and Move Silently are consolidated into one skill. That skill is "Stealth." Use Dexterity to modify.
Listen and Spot are consolidated into one skill. That skill is "Perception." Use Wisdom to modify.
Intimidate does not exist. Use Diplomacy or Bluff, as appropriate. Use Charisma to modify.
I'm combining Knowledge - Business and Knowledge - Civics.
I'm combining Knowledge - Current Events and Knowledge - Knowledge - Popular Culture.
I'm combining Knowledge - Art, Knowledge - History and Knowledge - Theology and Philosophy.
10. Advanced Firearms Proficiency and Burstfire are now folded into one feat: Advanced Firearms Proficiency. Splitting them up, in my opinion, is like splitting up Ambidexterity and Two-Weapon Fighting. It is needless fragmentation.
11. Blood & Guts 2 - Whenever you see "Balance" as a class skill or requirement, replace it with "Tumble."
Nobody EVER has to take the Desk Jockey feat. If you need it as a prereq, ask me.
12. The following feat is available in the game:
Mozambique Drill
You can fire a trio of well-placed shots at an opponent.
Prerequisite: Base attack +4, Personal Firearms Proficiency, Point Blank Shot, Double Tap.
Benefit:When firing at a target within 30 feet using a handgun in single-shot mode with at least three bullets loaded, the character may fire a Double Tap to the torso and a follow-up with a shot to the target's head. This maneuver is executed as a single attack against a single target. The character receives a -2 penalty on the attack roll, but deals +2 dice of damage. For example, a handgun that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drill expends three bullets, and can only be done if the weapon has three bullets in it.
Normal: A character without this feat is unable to execute a Mozambique drill. Treat any attempts as a normal Double Tap that expends three bullets. The additional bullet is wasted.
13. The Telepath and Battlemind advanced classes, and all psionically-oriented advanced classes otherwise found in the core rules of the d20 Modern SRD, are hearby replaced with this advanced class:
http://www.greenronin.com/files/psychic_web.pdf
The psionics rules in the d20 Modern core rules are also replaced with the psionics rules in this book, although I will be posting my changes to those rules in the stickied thread by that title.
14. Cross Training
Prerequisites: At least 1 level of Smart Hero.
Benefit: Choose three skills which are not on the list of possible skills for use with the Smart Hero "Savant" talent. These skills are now available to you in conjunction with that talent. This feat does not grant you those skills as class skills, however. You may also choose 1 class besides Smart Hero. The levels of that class stack with Smart Hero for purposes of determining the Savant bonus.