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	<title>Wednesday Knights Blog &#187; d20 Modern</title>
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	<link>http://wednesdayknights.com</link>
	<description>A Blog by Gamers about Games, Movies, Books, and Other Stuff</description>
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		<title>Sci Fi Mayhem History Lesson</title>
		<link>http://wednesdayknights.com/archives/103</link>
		<comments>http://wednesdayknights.com/archives/103#comments</comments>
		<pubDate>Fri, 25 May 2007 21:25:59 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/103</guid>
		<description><![CDATA[Earth
In 2036 the global war on terror came to a head with the executions of many high-profile terrorists.  At this point there was enough anti-American sentiment throughout the world to unite numerous countries in a new war &#8211; an economic war against the U.S.  Numerous tactics were used against the United States: increased [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Earth</strong></p>
<p>In 2036 the global war on terror came to a head with the executions of many high-profile terrorists.  At this point there was enough anti-American sentiment throughout the world to unite numerous countries in a new war &#8211; an economic war against the U.S.  Numerous tactics were used against the United States: increased tarriffs, boycotting U.S. products, refusing to sell to Americans, even OPEC started selling its oil in Euros.  China, North Korea, Russia, France, most of the middle east and several African, South American and Central American countries together destroyed the American economy.  Troubles quickly grew in the U.S.A.  So the U.S. government responded in kind to this non-violent war.  U.S. citizens living outside of the country were encouraged to come home.  Foreign aid of all kinds was suspended by the government and foreign military bases were closed.  The United States spent all of its&#8217; might dealing with the worst economic depression ever to hit the country.  Without the aid of the most powerful country on the planet other countries soon had problems of their own.  Smaller wars soon broke out around the globe.  This caused militant groups, terrorist organizations and religious factions to take their chances at the grab for power.  Slowly, countries across the globe started to go into military and financial ruin.</p>
<p>By 2092 the fate of the U.S. economy spread to the rest of the planet as one by one governments fell.  During this time there were great advances in battlefield technology.  Fusion energy became readily available.  Scientific feats were achieved in space travel and exploration.</p>
<p>In 2147 war with the Fraal waged.</p>
<p>In 2155 The United States, the last surviving country on the planet, rediscovered the Psion project and combined it with a new tech&#8230;&#8230;..artificial DNA.  The generation of psions did what was thought impossible.  They saved the Earth.  Slowly, locales were brought back into current use but the U.S. Government insisted that the whole planet, for the good of humanity, come together under one government&#8230;&#8230;.The U.N.  This of course is the new name of the U.S. Government.  In order to become a citizen of this country you must agree to live by certain new laws.  These include Dermachip implants, a ban on all religions, and strict social behavior rules.</p>
<p>In 2190 the U.N. discovers &#8220;Orbo&#8221;.  This is the energy inside a psion that gives him his ability.  It is discovered that the Fraal are actually affected by this type of energy.</p>
<p>The year 2192 brought about a new technology to replace artificial DNA: Mutagenic Compounds.  This life-altering virus was originally designed to help the psions in their fight against the Fraal but was soon available to the public sector at a much higher cost.</p>
<p>In late 2196 the Earth made contact with two new alien species.  The Vrusk, who recently signed a treaty with the Fraal Majority (the citizens&#8217; party) for help in their war with the humans, and the T&#8217;sa, the small, technologically advanced race.</p>
<p>In 2203 a disease was released upon the Earth by the Fraal.  Simply called &#8220;The Plague&#8221;, this disease changes the physiological composition of the host and destroys their grasp of reality.  Also, Human technology (with &#8220;unofficial&#8221; help from the T&#8217;sa) led to the first, successful Gravity Wave Drive.  The U.N. will make wide use of portable GWD&#8217;s on the battlefield within two years.</p>
<p>By 2205 the Fraal had developed a weapon that could cause massive tectonic instability within a certain area.  This weapon was tested on the Hawaiian islands and collapsed them all into the ocean.  The OTIS (Orbiting Tectonic Instability System) was then fired upon the lower Illinois region and created the world&#8217;s largest volcanic region.  This massive hole in the crust vents off such large amounts of pressure that world-wide earthquake activity has dropped 64% since its&#8217; creation.  As the OTIS was being positioned for its&#8217; next shot the UN military breached Fraal defense forces and destroyed the OTIS.</p>
<p>In 2210 as a last-ditch attempt to win by both sides, atomic weapons were unleashed.  The overwhelming nuclear energy roaming the planet makes life difficult outside Sanctioned Zones.  Strong doses of a new radioactive material used by the Fraal are known to mutate DNA.  The benefits can be useful but come with drawbacks.</p>
<p>In 2212 the Earth finds out its&#8217; human front on the Fraal homeworld, Proxima Major, has been broken and is being systematically destroyed.</p>
<p>In 2213 the U.N. made their official treaty with the T&#8217;sa and announced to the public of the existence of these two new alien species.  The treaty gives sole authority to the T&#8217;sa for terraforming the Earth back to life.  In exchange for this financially profitable offer the T&#8217;sa put their entire planet into debt.  They used a god-sized portion of energy to teleport the planetoid Varuna into orbit around the Earth.  They are finished terraforming Varuna and are now working on Luna.</p>
<p>It is now 2214.  Due to loss of life and resources, the Tech War has stalled.  The Fraal homeworld, Proxima Major, or Ersetu as they call it, has been laid to waste just as much as the Earth.  Survivors from both sides exist and battle on both worlds.</p>
<p><span style="font-weight: bold">Varuna</span></p>
<p>This dwarf planet was once in orbit around Sol.  While in its&#8217; 283 Earth-year orbit past the boundaries of Pluto in the Kuiper Belt, it consisted of numerous frozen liquids and volcanic rock.  Its&#8217; surface gravity was 1/8 that of the Earth and it had a surface temperature of roughly 43 Kelvin.  Varuna had a rotational period of six and one half hours.  That was before the T&#8217;sa got their greedy little claws on it.  Now the fate of the dwarf planet is somewhat different.</p>
<p>Varuna is now in orbit around the Earth.  Here are the major changes: the 6 1/2 hour rotation has been sped up to 6 hours; material was added to the core during teleportation to increase the gravity to 1/2 that of the Earth;  it orbits in direct opposition of the moon at twice the moons&#8217; distance; the surface now consists of rivers, lava soil for the thriving plants to grow, and a lake all with animal species being introduced yearly.  The T&#8217;sa government absolutely refuses to discuss any information about either terraforming or teleportation with any other race, including humans.  They have no &#8220;official&#8221; part in the war and they don&#8217;t want their technology used in it.</p>
<p>This new neighbor of the Earth is not in exact orbit opposite the moon.  Varuna is actually in orbit directly around the equator.  It simply stays on the opposite side of the Earth from the moon.  This did have a small impact on the tides.  They are roughly 15 percent smaller than they used to be.  Varuna is now a warm, tropical moon.  It was chosen over Ixion and Orcus to be teleported here because of it&#8217;s ideal composition.  The fact that it rhymes with Luna was purely circumstantial.  It was then stocked with plant and animal life that was genetically altered to adapt to the planetary conditions.  These life forms come from Earth and those supplied by the T&#8217;sa from elsewhere.</p>
<p><span style="font-weight: bold">Luna</span></p>
<p>The terraforming of Luna is coming along faster than planned.  The soft layer of topsoil was apparently mort nutrient-rich than previously thought.  The tests showed a much lower level of acceptance for the new plants.  The life forms being introduced to Luna are genetically engineered to survive without an atmosphere but at the same time adapting to the atmosphere being put into place as well.  Both plant and animal life have been created but the animal success rate is lagging behind expected goals.  Even with this setback, evidence of terraforming is evident from Earth.</p>
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		<title>Sci-Fi Mayhem: Chapter 1 Close</title>
		<link>http://wednesdayknights.com/archives/102</link>
		<comments>http://wednesdayknights.com/archives/102#comments</comments>
		<pubDate>Fri, 25 May 2007 21:17:55 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/102</guid>
		<description><![CDATA[When the PCs are convinced to become agents for the U.N. they will be offered 4 months worth of training in various facilities.  This will give them 2,000 xp.  Hopefully it will be enough to cause everyone to go up a level.
You may pick up a permanent class skill from the list of [...]]]></description>
			<content:encoded><![CDATA[<p>When the PCs are convinced to become agents for the U.N. they will be offered 4 months worth of training in various facilities.  This will give them 2,000 xp.  Hopefully it will be enough to cause everyone to go up a level.</p>
<p>You may pick up a permanent class skill from the list of Expanded Skills in d20 Future, page 10.  If, by chance, you already has all these skills as class skills youmay choose to receive a +2 bonus to any one skill from said list.</p>
<p>During this time, the regimen of training will include a two-week course with the Department of Interplanetary Survival.  All Pcs will be rquired to take this course and receive a +2 to their Survival skill.</p>
<p><strong>Goodies</strong></p>
<p>You will also be offered two items off of the following list: the psychic converter/psicomm combination and one other item.</p>
<p>Psychic converter (Future Tech p.18)<br />
-Psicomm (Trinity Tech p.101)</p>
<p>Neural computer link (Future p.78)<br />
Artificial muscle fiber +2 (Cyberscape p.20)<br />
Biofunction regulator (Cyberscape p. 28)<br />
Body repair weave (Cyberscape p.33)<br />
Microcomputer (Future p.198)<br />
Shocking Discharge MGC (Tomorrow&#8217;s Hero p.26) 1d4 damage every round</p>
<p><strong>Feats</strong></p>
<p>The pc&#8217;s will receive 1 additional feat of their choice, provided they meet the prerequisites.</p>
<p><strong>Action points</strong></p>
<p>The pc&#8217;s will receive an additional 5 action points</p>
<p>When the pc&#8217;s finally return to New York, Senator Bryson offers them, as their inaugural mission as agents of the U.N., a job to bring back the heads of the assassins hired by Senator Meeks.  Alive is not an option.  This group of people has been encountered by the U.N. before and are listed as dangerous to society.</p>
]]></content:encoded>
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		<item>
		<title>Okay, here&#8217;s Chip</title>
		<link>http://wednesdayknights.com/archives/77</link>
		<comments>http://wednesdayknights.com/archives/77#comments</comments>
		<pubDate>Thu, 05 Apr 2007 02:36:30 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/77</guid>
		<description><![CDATA[
Okay, here&#8217;s what my character looks like.Â  Notice the laser pistol.
]]></description>
			<content:encoded><![CDATA[<p><a title="chip 1 2" href="http://wednesdayknights.com/album//chip_1_2.JPG"><img width="450" height="415" class="pp_image" alt="chip 1 2" src="http://wednesdayknights.com/wp-content/photos/chip_1_2.JPG" /></a></p>
<p>Okay, here&#8217;s what my character looks like.Â  Notice the laser pistol.</p>
]]></content:encoded>
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		<title></title>
		<link>http://wednesdayknights.com/archives/27</link>
		<comments>http://wednesdayknights.com/archives/27#comments</comments>
		<pubDate>Fri, 12 Jan 2007 13:38:09 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/27</guid>
		<description><![CDATA[Be courteous, be politeâ€”but always have a plan to kill everyone that you meet.
Vinny (Vin) Detta
]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Be courteous, be politeâ€”but always have a plan to kill everyone that you meet.</p>
<p>Vinny (Vin) Detta</p>
]]></content:encoded>
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		<title>The Ultimate Combat Pad</title>
		<link>http://wednesdayknights.com/archives/20</link>
		<comments>http://wednesdayknights.com/archives/20#comments</comments>
		<pubDate>Mon, 08 Jan 2007 12:00:40 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[D&D]]></category>
		<category><![CDATA[Gaming Aids]]></category>
		<category><![CDATA[Gen Con]]></category>
		<category><![CDATA[d20]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/20</guid>
		<description><![CDATA[At Gen Con 2006 I found a new product made by Open Mind Games. The product is called a Combat Pad and it is meant to make combat easier for a GM to run in a d20 game. You can write on the pad with either wet or dry erase markers. Additionally, the pad includes [...]]]></description>
			<content:encoded><![CDATA[<p>At Gen Con 2006 I found a new product made by <a title="Open Mind Games" href="http://www.openmindgames.com/omg_products.htm">Open Mind Games</a>. The product is called a Combat Pad and it is meant to make combat easier for a GM to run in a d20 game. You can write on the pad with either wet or dry erase markers. Additionally, the pad includes small magnets that you can write both PC and NPC names on and move them around easily. Further, it is easy to keep track of the number of combat rounds that have passed by using the track at the top. I have used this several times since Gen Con and absolutely love it.</p>
<p><a title="combatPadBackWeb2" href="http://wednesdayknights.com/album//combatPadBackWeb2.gif"><img width="450" height="404" class="centered" alt="combatPadBackWeb2" src="http://wednesdayknights.com/wp-content/photos/combatPadBackWeb2.gif" /></a></p>
]]></content:encoded>
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		<item>
		<title>Sci-Fi Mayhem Part 3</title>
		<link>http://wednesdayknights.com/archives/23</link>
		<comments>http://wednesdayknights.com/archives/23#comments</comments>
		<pubDate>Sun, 07 Jan 2007 00:16:19 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/23</guid>
		<description><![CDATA[Science fiction mayhem!
Set in the near future, your pc&#8217;s will be thrust into a foreign environment and embark on a mission of survival.  Get ready for adventure in a science fiction setting the likes of which you&#8217;ve probably seen elsewhere and will instantly recognize as a blatant rip-off.  High tech weapons!  Mutants! [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Science fiction mayhem!</strong><strong><br />
</strong><strong><span /></strong>Set in the near future, your pc&#8217;s will be thrust into a foreign environment and embark on a mission of survival.  Get ready for adventure in a science fiction setting the likes of which you&#8217;ve probably seen elsewhere and will instantly recognize as a blatant rip-off.  <strong>High tech weapons!  Mutants!  Aliens!  Space adventure!  </strong>All this and more are waiting for you in the exciting new RPG brought to you by the creator of the <em>Monsters</em> campaign.<br />
In a modern world where life is normal and things are good you find out you have a special ability.  How you acquired it, you&#8217;ve no idea.  Then you hear news reports of government agents taking people from their homes.  These people are considered &#8220;dangerous&#8221; by the government and they are not seen or heard from again.  Then, in the middle of the night, you wake to a loud noise and several people shining bright lights in your eyes.  &#8220;Why do they want me?&#8221; you think &#8220;I&#8217;ve done nothing wrong.  I&#8217;m not dangerous.&#8221;  You feel a pin-prick on your arm as they carry you through the door and sink into unconciousness.</p>
<p><span /><strong>You will need:</strong> d20 Modern<br />
<strong /></p>
<p><strong>You may want: </strong>d20 Future, d20 Apocalypse, d20 Future Tech<br />
<em>You can download the SRD <a title="Modern SRD" href=" http://www.wizards.com/default.asp?x=d20/article/msrd">here</a>.</em><em /><br />
<span /><strong /></p>
<p><strong>Character creation!</strong><br />
<span />All feats, occupations, or alternate character creation rules must be approved by the mighty and <span />powerful gm.<br />
The game starts in the year 2026.<br />
Pc&#8217;s must be human and at least 18 years of age.<br />
Characters will be created using 84 Ability points.<br />
You receive bonus knowledge points equal to your INT modifier x 4.<br />
Pc&#8217;s will start out at 2nd level.<br />
Character classes and starting occupations are your choice.  A good mix of creative skills is       recommended amongst the pc&#8217;s.<br />
Starting occupations can be chosen from d20 Modern or the list of approved Sci-Fi Mayhem       occupations.<br />
You will receive Military as a 2nd (or possibly 3rd) occupation at 2nd level with both Light Armor <span />and Personal Firearms as the acquired occupation feats.  Do not include this occupation   in your character history (You will learn why).<br />
There is no bonus feat for being human, however, there is a bonus feat at 2nd level.<br />
No templates will be allowed.<br />
There will be no magic, arcane or divine (with the following exception): All characters will receive the following feat for free.  This ability is unique to your pc&#8217;s.<br />
<em /></p>
<p><em>Innate Wild Talent</em><br />
You have the ability to use one 0 or 1st level psionic power at will as a free action.<br />
There is no power point cost for this ability. That&#8217;s right, your characters will all be psions!</p>
<p>However, no psionic classes can be taken (You    will eventually learn why).<br />
Psionic powers to be taken from the GM&#8217;s modified list from d20 Modern.<br />
Characters will start out with zero spending cash (don&#8217;t worry).</p>
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		<title>Sci-Fi Mayhem Part 1</title>
		<link>http://wednesdayknights.com/archives/21</link>
		<comments>http://wednesdayknights.com/archives/21#comments</comments>
		<pubDate>Sun, 07 Jan 2007 00:14:39 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/21</guid>
		<description><![CDATA[Attraction
Charisma [Compulsion, Mind-Affecting]
Level: 1; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal"><strong>Attraction</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> 1 hour/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The powerâ€™s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, â€œreasonableâ€ means that while fascinated, the target doesnâ€™t suffer from blind obsession. The target will not undertake obviously self-destructive actions. The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester canâ€™t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Burst</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> 1 round/level<br />
The target increases his or her base speed by +10 feet on his or her next turn.<br />
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round.</p>
<p class="MsoNormal">
<strong>Call Weaponry</strong></p>
<p class="MsoNormal"><em>Dexterity [Teleportation]</em><br />
<strong>Level: </strong>1; <strong>Display: </strong>Audible, Material; <strong>Range: </strong>Touch; <strong>Effect: </strong>1 unattended weapon (see text); <strong>Duration: </strong>1 hour/level (see text) (D); <strong>Saving Throw: </strong>None; <strong>Power Resistance: </strong>No<br />
You call a weapon â€œfrom thin airâ€ into your waiting hand (actually, it is a real weapon hailing from some other random location) as a free action. You donâ€™t have to see or know of a weapon to call itâ€”in fact, you canâ€™t ever call a specific weapon. You just specify the type. If the specified weapon type is one you can call at your level, it appears. If you call a projectile weapon, it comes loaded with a clip, box, or chamber of ammunition, as appropriate (the ammunition does not have an enhancement bonus, even at 10th level and above). If you relinquish your grip on the weapon you called for 2 or more rounds, it automatically returns to wherever it originally came from.<br />
As your level increases, you can summon better weapons.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Weapons</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Example</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p align="center" style="text-align: center" class="MsoNormal"><strong><span style="font-size: 18pt">Power   Points</span></strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">1â€“3</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Simple   melee</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Knife</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">4â€“6</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Handgun</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Colt   Python</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">7â€“9</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">SMG, rifle, shotgun</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Winchester 94</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">10</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Exotic   or Archaic melee</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Katana</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
</table>
<p class="MsoNormal">Weapons gained by <em>call weaponry </em>are distinctive due to the low hum they emit.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Charm Person</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting, Language-Dependent]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Mental; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One person; <strong>Duration:</strong> 1 hour/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw. The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifesterâ€™s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester canâ€™t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the personâ€™s language to communicate his or her commands.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Combat Precognition</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 1 hour/level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesnâ€™t apply.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Control Object</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material; <strong>Range:</strong> Medium (100 ft. + 10 ft./level); <strong>Target:</strong> One unattended object weighing up to 100 pounds/5 levels; <strong>Duration:</strong> Concentration, up to 1 round/level; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Daze</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Mental, Material; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One person; <strong>Duration:</strong> 1 round/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject canâ€™t move or take actions.</p>
<p class="MsoNormal">
<strong>Detect Poison</strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 0; <strong>Display: </strong>Olfactory; <strong>Range: </strong>Close (25 ft. + 5 ft./2 levels); <strong>Target or Area: </strong>One creature, one object, or a 5-foot cube; <strong>Duration: </strong>Instantaneous; <strong>Saving Throw: </strong>None; <strong>Power Resistance: </strong>No<br />
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Craft (chemical) skill may additionally try an Craft (chemical) check, DC 20.<br />
<em>Note: </em>The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Detect Psionics</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual, Audible; <strong>Range:</strong> 60 ft.; <strong>Area:</strong> Quarter-circle emanating from you to the extreme of the range; <strong>Duration:</strong> Concentration, up to 1 minute/_level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.<br />
1st Round: Presence or absence of psionic auras.<br />
2nd Round: Number of different psionic auras and the strength of the strongest aura.<br />
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)<br />
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.<br />
Aura Strength: An auraâ€™s psionic power and strength depend on a powerâ€™s functioning power level or an itemâ€™s manifester level.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Functioning Power Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Item Manifester Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Aura Power</span></strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">0-level   or lingering aura</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">Lingering   aura</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Dim</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">1stâ€“3rd</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">1stâ€“5th</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Faint</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">4thâ€“5th</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">â€”</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Moderate</p>
</td>
</tr>
</table>
<p class="MsoNormal">If an aura falls into more than one category, detect psionics indicates the stronger of the two.<br />
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the auraâ€™s original strength.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal"><strong>Original   Aura Power</strong></p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal"><strong>Duration</strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Dim</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1   minute</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Faint</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1d6   minutes</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Moderate</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1d6 x   10 minutes</p>
</td>
</tr>
</table>
<p class="MsoNormal">Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Distract</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Mind-Affecting]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> Concentration, up to 1 minute/level (D); <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
The manifester causes the targetâ€™s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a â€“1 penalty.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Far Hand</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> An unattended object weighing up to 5 pounds/2 levels; <strong>Duration:</strong> Concentration; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the powerâ€™s range.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Far Punch</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual, Mental; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One individual; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
The manifester strikes the target with a telekinetic punch that deals 1d4 points of damage/2 levels. Inanimate objects canâ€™t be damaged by this power.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Feather Fall</strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 1; <strong>Display: </strong>Audible; <strong>Range: </strong>Close (25 ft. + 5 ft./2 levels); <strong>Targets: </strong>Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level; <strong>Duration: </strong>Until landing or 1 round/level; <strong>Saving Throw: </strong>Will negates (object); <strong>Power Resistance: </strong>Yes (object)<br />
The targeted creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs.<br />
This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop. The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Finger of Fire</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Intelligence [Fire]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Effect:</strong> Ray; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d4 points of fire damage/2 levels. This flame isnâ€™t powerful enough to cause combustion.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Fire Bolt</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Intelligence [Fire]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual; <strong>Range:</strong> 60 ft.; <strong>Effect:</strong> Bolt; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d4 points of fire damage/3 levels and the target may catch on fire.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Bioweapon</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 4 rounds + 1 round/level<br />
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Body Adjustment</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> Instantaneous<br />
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation. After using this power the manifester is fatigued for 1d4 rounds.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Concussion</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible; <strong>Range:</strong> Medium (100 ft. + 10 ft./level); <strong>Target:</strong> One individual; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> Fortitude half; <strong>Power Resistance:</strong> Yes<br />
The target is pummeled with telekinetic force for 1d4 points of damage/2 levels. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.<br />
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects canâ€™t be damaged by this power.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Mindlink</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Targets:</strong> You and one other creature/2 levels who is initially no more than 30 ft. away; <strong>Duration:</strong> 10 minutes/level; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Missive</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Language-Dependent]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Long (300 ft. + 25 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> No<br />
The manifester sends a telepathic message of up to ten words/level to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Object </strong><strong>Reading</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible, Material; <strong>Range:</strong> Touch; <strong>Target:</strong> One object; <strong>Duration:</strong> Concentration, up to 10 minutes/level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
This power provides information about an objectâ€™s previous owner. The amount of information revealed depends on how long the manifester studies a particular object.<br />
1st Round: Last ownerâ€™s gender.<br />
2nd Round: Last ownerâ€™s age.<br />
3rd Round: Last ownerâ€™s appearance.<br />
4th Round: Last ownerâ€™s primary allegiance (if any).<br />
5th Round: How last owner gained and lost the object.<br />
6th+ Round: Previous-to-last ownerâ€™s gender, and so on.<br />
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the powerâ€™s duration lasts. If the manifester reads the same object again, he or she doesnâ€™t pick up where he or she left off in the list of previous owners.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Spider Climb</strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 1; <strong>Display: </strong>Material; <strong>Range: </strong>Personal; <strong>Target: </strong>Self; <strong>Duration: </strong>10 minutes/level; <strong>Saving Throw: </strong>None<br />
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per manifester level can pull the subject off a wall.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Valor</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Personal; <strong>Target:</strong> You<br />
The manifester can immediately apply a +1 morale bonus/2 levels on a saving throw.</p>
<p class="MsoNormal">
<strong>Vigor</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p><em><span style="font-size: 12pt; font-family: "Times New Roman"">Strength</span></em><span style="font-size: 12pt; font-family: "Times New Roman""><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material, Olfactory; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 1 minute/level (D)<br />
The manifester gains 3 temporary hit points.</span></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Update for Chuck</title>
		<link>http://wednesdayknights.com/archives/16</link>
		<comments>http://wednesdayknights.com/archives/16#comments</comments>
		<pubDate>Thu, 04 Jan 2007 21:38:43 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Rod's d20 Modern]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/16</guid>
		<description><![CDATA[Below the fold is a brief update of what happened last night at gaming. This is mostly for Chuck&#8217;s benefit because he was (allegedly) too ill to make it.
 We found out that Jimmy can beat up Aoife. We also obtained plans for the mansion and were fitted with appropriate clothing. We are attending the [...]]]></description>
			<content:encoded><![CDATA[<p>Below the fold is a brief update of what happened last night at gaming. This is mostly for Chuck&#8217;s benefit because he was (allegedly) too ill to make it.</p>
<p><span id="more-16"></span> We found out that Jimmy can beat up Aoife. We also obtained plans for the mansion and were fitted with appropriate clothing. We are attending the party as either wine buyers (Rivka, Rat, and someone else) or an art expert (Aoife) or escorts for the same (the rest of us). We have decided that the kid is most likely in the basement and that we will have to slip out during the dancing part (after dinner) to go downstairs and find him.</p>
<p>Rivka and Dexter, the crazy paramedic, both refuse to take the antidote. Moses can teleport, and Rat can create a small silent field around him at will.</p>
<p>We determined that Nathaniel did not really know anything else and that we were going to keep him in custody only to keep him safe.</p>
<p>The Rod is supposed to be faxing the floor plans to me. Once I get them, I will distribute them.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Playing Events at Gen Con</title>
		<link>http://wednesdayknights.com/archives/15</link>
		<comments>http://wednesdayknights.com/archives/15#comments</comments>
		<pubDate>Thu, 04 Jan 2007 04:59:55 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Catan]]></category>
		<category><![CDATA[Dogs in the Vineyard]]></category>
		<category><![CDATA[Gen Con]]></category>
		<category><![CDATA[Photos]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/15</guid>
		<description><![CDATA[I was listening to an All Games Considered podcast today and the hosts were talking about the fun that they had at Gen Con 2006. One of the hosts then said that he had attended Gen Con for four years but had yet to plan a scheduled event. When I heard this, I felt sad [...]]]></description>
			<content:encoded><![CDATA[<p>I was listening to an <a title="All Games Considered" href="http://allgamesconsidered.blogspot.com/">All Games Considered</a> podcast today and the hosts were talking about the fun that they had at <a title="Gen Con" href="http://www.gencon.com/2007/indy/">Gen Con</a> 2006. One of the hosts then said that he had attended Gen Con for four years but had yet to plan a scheduled event. When I heard this, I felt sad for him.</p>
<p>I cannot count the number of games that I have have played at Gen Con over the years. What I do know, however, is that in the vast majority of those games I have had a great time. Certainly, not every event that I&#8217;ve played has been good. Also, I have ran into some really bad GMs.</p>
<p>However, I have yet to leave a Gen Con where I did not have at least three or four stories about some great events that I played and some fun people that I have met.</p>
<p>My advice is that if you are going to Gen Con, at least try some events, you will never know who you are going to meet or how much fun you will have.</p>
<p>Below the fold are some examples from Gen Con 2006.</p>
<p><span id="more-15"></span></p>
<p><a title="Hatfields" href="http://wednesdayknights.com/album//Hatfields.JPG"><img width="450" height="249" class="centered" alt="Hatfields" src="http://wednesdayknights.com/wp-content/photos/Hatfields.JPG" /></a></p>
<p>You can probably tell from this picture how much fun we had in this game. It was a d20 Modern version of the Hatfields and McCoys in which we were trying to keep our cousin Britney from running off with Kevin, who was from the opposing clan. I swear that we probably spent 3/4 of our time laughing. Everyone at the table had a phenomonal time.</p>
<p><a title="Catan" href="http://wednesdayknights.com/album//Catan.JPG"><img width="449" height="375" class="centered" alt="Catan" src="http://wednesdayknights.com/wp-content/photos/Catan.JPG" /></a></p>
<p>Here is a shot of the fun and interesting people we met playing a varient of Settlers of Catan. Again, another game in which we spent time having lots of fun.</p>
<p><a title="DitV" href="http://wednesdayknights.com/album//DitV.JPG"><img width="450" height="251" class="centered" alt="DitV" src="http://wednesdayknights.com/wp-content/photos/DitV.JPG" /></a></p>
<p>Here is the game in which I played Dogs in the Vineyard for the first time.Â  This certainly was not a laugh riot. However, I think that we all enjoyed playing the game. I know I had a great time.</p>
<p><a title="Mobbed Up" href="http://wednesdayknights.com/album//Mobbed_Up.JPG"><img width="450" height="255" class="centered" alt="Mobbed Up" src="http://wednesdayknights.com/wp-content/photos/Mobbed_Up.JPG" /></a></p>
<p>Another d20 Modern game that was an absolute best. The characters were mobsters in Cinncinatti. The guy on the left played an FBI mole that had infiltrated the organization. He played it perfectly and none of us had any idea it was him until he turned on us at the end and tried to arrest us. Of course we opened fire on him.</p>
<p>All and all, if you go to Gen Con, you need to try playing some games with people you don&#8217;t know. I also recommend trying new game systems. I have often been amazed at the fun I have had playing an unknown game system with a bunch of strangers.</p>
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