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D20 Insane Campaign

Author Thread: D20 Insane Campaign
md3
D20 Insane Campaign
Posted: Monday, January 10, 2005 2:10 PM (CST)

Thus begins our newest D20 campaign.  This campaign will have the following elements, and a special format.  The format will be that each player will submit two scenes for use in an overall crazy multi-universe.  Each player will take turns being GM for an adventure.  We will use D20 Core rules and then some...

If you are interested in participating. Please get in touch with us.

Role Playing Game: D20 Modern + D20 Future + D&D 3.5
Time Frame:    Far-Future - Pan-Galactic - Multi-Dimensional - Time Travel - Mega-verse
Genre:    D20 (Anything Goes) 
Progress Level: No Limit
Life:    We Are Not Alone! Dragons, Beholders, Aliens, Mutants, Cybernetics, Androids, Robots, Nanobots and more.
Setting:    D20 (Anything Goes) Random Scenes
 
Goal:    Yet to be determined
 
Plot Points:  
Pan Galactic Illuminati
Space James Bond
Time Agents
Time Lords
Order Lords
Technology: 
Faster Than Light
Time Portals
High Space
Alien Artifacts
Hard Light Holograms
Reality Wrinkles
Powered Armor
Powers:  
Mutation
Psionic
Divine Faith
Magic
Super Powers
the Force
Nanotechnology
New Terms:
"Masers and Magic"
"Cursed Tech"
Right now I am leaning to a massive campaign that will take into account both the Tuesday night group and the Thursday night group.  I figure we can use the following source materials, additional materials can be added of course:
 
Fantasy:  D&D Fantasy settings, Greyhawk, Eberron, EverQuest, Arcana Unearthed, Kalamar, Midnight, Forgotten Realms, Faerun, Warhammer, Sovereign Stone, Dark Sun World, Conan, Dragonlance, LotR
Modern: D20 Modern... Spycraft, Blood and Guts, Deadlands, D20 Horror, Call of Cthulhu,
Futuristic:  D20 Future .... Gamma World, Farscape, Judge Dredd, Traveller, Fading Suns, Dragonstar, D20 Mech, Blood and Space, Redline, Star Wars, Spelljammer, Red Dwarf, Darwin's World, Factory & Arsenal
Super Heroic:  Silverage, Mutants and Masterminds, Paragon, and Deeds Not Words
 
We have to come up with some consistent terminology for firearms and allowed feats as well....
Problem areas for Firearms would be Rapid Fire, Double Tap, Autofire, Suppressive Fire, Multiple Guns, Burst fire... all of these terms differ in the different systems.  The different systems are by no means balanced and therefore players should take that into account when creating worlds and such.
Foreword:

The characters will become knowledgeable about "Time Holes".  These rifts in time and space will lead the characters to certain destinations in Space-Time that will be critical to certain turning points in the multi-verse where what the characters will come to do is yet to be determined
Minor objectives will be determined at each juncture of the quest through the Mega-verse
 


--------------------------------------------------------------------------------

D20 Insane Rules Adjustments
Weapon Rate of Fire

1) Single - a weapon of this type can only be fired once per round (rocket launcher etc...)

2) Semi-Automatic - a weapon of this type can be fired multiple times if the character has multiple attacks because of BAB or a specific Feat

3) Automatic - a weapon of this type can be placed into one of three modes (assault rifles, machine guns etc...)

Automatic Modes of Fire
a) obviously Semi-Auto or Single shot
b) Burst - an attack made at an individual expending more ammo
c) Autofire and Strafe - an attack made at an area expending way more ammo

Automatic Mode Descriptions

b) Burst fire allows a person to take multiple shots at a target that deals more damage. The attack is at -4 but with one to attack roll the shooter can do +2 dice of damage dice to the target. If a weapon does 2d6 damage then a successful hit will do 4d6 damage instead. If the weapon does 3d8 then it will do 5d8 instead. The Burst fire Feat is required for this attack method. The Burst fire can be used as a single attack, so a character with high enough BAB could potentially fire multiple Bursts at targets as long as he has ammunition remaining.

c) Autofire allows a character to target an area, Autofire is a 10x10 area, Strafe is a 5 x 20 ft area. Both specify feats, Autofire requires Advanced proficiency, Strafe requires Strafe of course.
Autofire can be performed at a -4 if the character doesn't have the required feat. The area targeted has a Defense Rating of 10 and every character in the area must make a Reflex save (DC15) or take the damage rolled by the attacking character. A save apparently negates any damage.

--------------
Massive Damage

I like the following system for massive damage since we are playing D20 I figure we should use something similar to the D20 Modern system rather than the arbitrary 50 hp based system for D&D.

The D20 Modern massive damage goes something like this....
If the damage exceeds your CON score you have to make a Fortitude Save at a DC15 or be dropped to -1 hitpoints and unconscious.

I liked Arcana Unearthed modifications that goes like this...
The damage threshold will be based on your character level and CON.
So, a 15th level hero with a 15 CON would only have to worry about damage that exceeds 30 before attempting a Fortitude save. Also, the damage above 30 would be scaled to affect the saving throw DC. The base would be 15, but for every 10 points above the damage threshold, the DC would increase by 1. So in essence the above character who gets hit by 50 points of damaage would have to save and the DC would be adjusted to 17 instead of 15.

When the save is failed, the character becomes disabled and must make the save again every round until they become dying when their hp becomes lower than their CON modifier. Disabled characters can perform one move action per round until dying. This would allow our character above to take 2 actions before becoming dying. He fails his save, goes to -1, moves away from danger, saves again, if he fails he can move again but he is at -2 hp, once he is at -3 hp he will be dying.

Of course don't forget a character can use his action points to save vs. Massive Damage.

----------------------------
Action Points or Hero Points
Action points can be acquired for any character in our campain at 5+
(1/2 x Level). So, if our hero at 15th level should have 5x15 + 60 or 135, but since we assume the characters have been using action points, to get to 15th level, the typical rule is 5 + (1/2 x level) so the characters will have 12 action points. 15th level characters will get to roll 3d6 when burning an action point. Quite high.

Action points can be used for the following reasons:

Activate a class ability - some classes have abilities that are only allowed a # of times/day. This could override the #.

Boost Defense when fighting defensively by +4. This is a free-action that must be called on the defending characters turn.

Emulate Feat use an action point to emulate a feat your character doesn't have.

Extra Attack use to perform one extra attack.

Spell Boost increases your spell level by 2 before casting.

Spell Recall allows a known spell that wasn't memorized for the day to be cast.

Stablize as mentioned above, I'd use my action points for the save, but to automatically stabalize afterwards might be useful too.

Skill checks and attack rolls of course.

--------------------
DR vs AC and Defense

D20 Modern's concept of DR can be scaled for AC scores.
A typical armor without DR can be converted to having DR by dividing the AC by 2 rouding down to determine DR.
A studded leather armor gives +3 in D&D would give +2 armor bonus to defense with 1/- DR in D20 Insane.
A suit of full plate would give +4 armor bonus to defense and 4/- DR.

A shield still works as shield bonus to defense.

There are rules for Defense Bonus equivalents for all standard character classes. A 15th level wizard would have +7, a 15th level rogue would have +8, a 15th level fighter would have +11.

-------
Healing

Natural healing from 1 night 8 hours of rest would restore at 1 hp per level.
Successful heal/treat injury checks would double this rate.
Magic or Advanced Medical Equipment could help with the rate of healing.

----------
Experience

Since our character may come from different systems, XP and progression is going to be based on D20 Modern table.

-----
Races
All races and genotypes are allowed, but it is unlikely, but not impossible, that the group should enconter a mutant goblin.

-------
Classes
All classes from any D&D/D20 system are allowed Prestige and Advanced Classes are also allowed. Please bring source materials otherwise we may refuse to allow your character to take a class that we don't have the source for.
Try to make your character's class make sense for the world he/she originates from. If the character is too far out there his backstory better be good.

----------------------------
Critical Success and Failure
Almost any roll can have a critical success or failure. So, skill checks, initiative, and attacks are all susceptible.
 


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