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Posted: Sun Jan 23, 2011 2:06 pm
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[ Premise/Foreword ] The idea behind this adventure is to allow players to experience the D20 Modern system. It is a very good system that actually allows gameplay using modernized weapon systems as well as some extra systems. Also, it isn't massively complicated either.
[ Setting Information/Background ] The setting is placed throughout the three nations that are mentioned below. Megalith - The nation that is very solid in its own defense. Almovar - The technological nation. Zerinth - The resource heavy nation. Megalith is a very rough and mountainous nation. There are not many places that are flatlands. They are either very hilly or covered in mountains. Almovar is somewhat flat, though still has several hilly areas scattered across it. It is actually better known for its massive forests rather than anything else. Zerinth on the other hand is a very flat nation. The only areas that aren't flat are the mining areas and that is due to man-made holes, shafts, craters, and other such spots in the ground.
As for the climate, Megalith is a very COLD nation. It is the furthest north of the three nations and even during the summer, temperatures are lucky to break even 60. Rain is the rarest of sights here as most of the time, it all turns to either snow or sleet before it comes down to the ground. Almovar is about your average nation. Cold during the winter and hot during the summer. And Zerinth is about the same, though it is very dry there. They also have worries due to very little rain.
[ Game Introduction/Plot ] The entire adventure is based on three nations. Each of which is quite powerful in their military. One nation is heavily fortified in its defenses and its military is trained to be able to out last any attacker. The second nation, is highly technological and has developed several powerful weapons. The third nation is resource heavy and relies on its two war heavy nations for money and other necessary supplies.
Well then, the roleplay is set during a period of war. The resource heavy nation had caused a plot to unfold that put the other two nations at war with each other. By the time they figured out it was a plot, they were already reeling from several well placed attacks by the last nation.
The war has gone for several years now and the other two nations have allied with each other in an attempt to stop the last from conquering them. With their combined resources, they have developed a weapon they hope can shift this war. They call them Guardians. Massive walking monstrosities of metal. Able to lay waste to even some of the strongest of vehicles that the enemy has.
So this is the bit that begins to involve the players. As the players, you have been selected to come to a military base in a very undisclosed location. No one knows where this base is located, only the fact that there has been some new experimental weapon systems being developed. Each player will go through a single combat simulation test and if deemed worthy enough, will be granted permission to pilot a Guardian suit in an attempt to lead a counter attack that both nations hope will end this god forsaken war.
[ Character Creation ]
Available Sources: http://www.dandwiki.com/wiki/MSRD:Modern_System_Reference_Document Banned Resources: Please only use this site for its the only thing I have access to.
ECL: 1 Gold: Money is unnecessary in this adventure. You just have to requisition your items from the armory before your missions if you need anything. Races: Human only Ability Scores*: Use a 30 point buy system. Hit Points: Always max. No rolling necessary. Alignments: There are no alignments in a d20 modern system Backgrounds: All players must either have a Almovar or Megalith military background. Extra note, players who have a Megalith background will be wearing artic camo when they first arrive. Almovar players will be wearing forest camo.
[ House/Optional Rules ]
1] Machine gun weapons fight a little weird. This is a custom rule. For instance, a machine gun with 5d6 damage on the chart will actually do 1d6 damage 5 different times. So machine guns are not good at all against things with DR. But if they have any sort of armor piercing, each set of damage gets the piercing ratio, making AP much more effective for machine guns. 2] Mechs in this adventure don't have overall life. They have part health. Body, Left and Right arm, and legs. Losing anything but your body results in combat deficiency. Losing your body means your mech is scrapped and your player is probably very hurt. 3] No psionics or other such abilities. Only normal humans are allowed in this adventure. 4] If there is a weapon you would like your character to have that isn't on the weapon list, just pm me a request and I will get some numbers for you to use it. That is if I approve of its use of course.
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Posted: Sun Jan 23, 2011 2:19 pm
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Posted: Sun Jan 23, 2011 4:28 pm
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Posted: Sun Jan 23, 2011 5:17 pm
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Weapons Not On The List To Be Added
Name: P226 Type: Sidearm Damage: 2d6 Crit: 20 Dmg Type: Ballistic Rng: 40 ft RoF: Semi-Auto Magazine: 13 Box
Name: G36 Type: Longarm Damage: 2d8 Crit: 20 Dmg Type: Ballistic Rng: 80 ft RoF: Semi-Auto, Auto Magazine: 30 box, 100 drum
Note: Damage varies in this mode depending on the weapon being used and the type of attack you are performing.
Assault Rifles and other weapons - Semi-Auto: Normal damage and 1 shot used Burst Fire: +2 die of damage, single target, 3 shots used, -2 to hit.
Submachine Gun - Semi-Auto: Normal damage and 3 shots used. Auto-Fire: +1 die of damage, 10 shots used, - 5 to hit, missed targets take half damage. Hits a 2x2 area. Burst Fire: +2 die of damage, single target, 5 shots used, - 2 to hit
Machine Gun Semi-Auto: Normal damage and 5 shots used Auto-Fire: +2 die of damage, 20 shots used, - 5 to hit, missed targets take half damage. Hits a 3x3 area.
Any weapon that has an A in its RoF column gets either burst fire, auto-fire, or both. Depending on what kind of weapon it is. Just look above.
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Posted: Sun Jan 23, 2011 6:02 pm
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Posted: Sun Jan 23, 2011 6:30 pm
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Posted: Sun Jan 23, 2011 6:34 pm
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Posted: Sun Jan 23, 2011 6:47 pm
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Posted: Sun Jan 23, 2011 6:52 pm
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Posted: Mon Jan 24, 2011 3:45 pm
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Posted: Mon Jan 24, 2011 11:02 pm
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Posted: Tue Jan 25, 2011 6:03 am
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Posted: Wed Jan 26, 2011 8:10 pm
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Posted: Wed Jan 26, 2011 10:44 pm
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