House Rules

Character Options:

Rotating Cast: Players in this campaign may choose to control more than one player character, under certain stipulations. The players must select characters from different backgrounds, and they are not permitted to have all of their characters “on-camera” at all times.

This will be handled in a variety of ways, but as it stands, no player will ever control more than 2 characters in a scene at a time, barring scenes of strict character interaction and roleplaying. Additionally, the general standard will be that they will control one PC at a time, although they may be controlling two characters simultaneously if the party is split up. However, these characters will be in two different locations, and active control will be determined by which scene is currently occurring “on-camera”.

Additionally, no player is permitted more than 3 characters, unless one of their previous characters is retired or has died. In the event of retirement, they may still roleplay the character should that character encounter the party again, but that character will not be a part of the regular cast.

Characters may be of any of the selected character races presented, although some character race options are not accessible until such a time a character of that race would be encountered. In example, a player wishing to play an Odandarhana warrior would not be permitted to choose that character as a legitimate character until such a time as the Aurdur Star System would be accessible by the rest of the party.

Widened Accessibility: Unlike a standard d20 Modern campaign, certain non-d20 Modern supplements are available.

The following supplements are available to all players-

  • D&D 3.5 Player’s Handbook
  • D&D 3.5 Expanded Psionics Handbook
  • D&D 3.5 Tome of Battle: Book of Nine Swords
  • D&D 3.5 Complete Series

Additionally, the following classes may choose to learn and cast spells from the Wizard/Sorcerer Spell List as well as from their own:

  • Mage
  • Sorcerer (d20 Past)

The following classes may choose to learn and cast spells from the Cleric and Paladin spell list as well as their own:

  • Acolyte
  • Mystic

The following classes may choose to learn and cast spells from the Druid and Ranger spell list as well as their own:

  • Shaman

The following classes may choose to learn and manifest powers from the Psion/Wilder power list as well as their own:

  • Telepath (The telepath may also learn powers as if it were a psion of the Telepathy discipline)
  • Mesmerist

The following classes may choose to learn and manifest powers from the Psychic Warrior power list as well as their own:

  • Battlemind

New Advanced Classes:

  • Blade Artist, a d20 Modern take on the Warblade from Book of Nine Swords
  • Contemplative, a d20 Modern take on the Swordsage from the Book of Nine Swords
  • Metamorph, a new class that uses a series of abilities derived from alter self to deceive and attack. Only available to characters with mutations.
  • Starfletcher, a futuristic take on a classic archer-ranger build.

Other Options Available:

  • Cybernetics (Using Cybernetics rules from d20 Cyberscape)
  • Mutations (using Mutation rules from d20 Future)
  • 3.5 Psionics (replacing the default 3.0 Psionics used in d20 Modern)
  • Magic-Psionic Transparency (Standard rules presented in Expanded Psionic Handbook)

Other Rules:

  • Wealth is relative to the environment one is in. Characters from a high tech world may not be able to make purchase checks in a low tech world without acquiring the proper funds first, and vice versa. The Coalition planets all make use of a universal currency, however, and players may choose to have their characters aid each other in purchasing equipment.
  • Contrary to the rules presented on martial maneuvers, a character’s effective level for determining what level maneuvers he can learn is determined by his initiator level, as opposed to his character level.
  • Experience-less level progression. Levels are awarded based on character development and story progression. All actions that would require an experience cost instead cost a sum of action points relative to the amount of experience that would be spent.
  • Using Superheroic rules for Massive Damage Threshold- characters do not suffer from the effects of Massive Damage unless they suffer more than 50 damage in a single attack.

House Rules

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