Dec 102015
 
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This is The Phoenix Project RPG, a completely free, superhero expansion pack for d20 Modern. These rules layer on top of Modern with relatively few changes. If you know how to play Modern or D&D 3.X, then you can play this game with relative ease.

The site is separated into pages that more or less represent chapters in a book. The first seven of them—Character Creation, Ads and Comps, Classes, Skills, Feats, Powers, and Gear—provide all the information you need to make a character. They’re in order of how fundamental they are to your character. Ability scores are the most basic stats you have, on top of which go skills, for example. The last three pages—Combat, GMing, and the Appendices—segue from game rules for everyone (Combat) to specific guidelines and tools for running the game (GMing and Appendices).

That being said, don’t ever think of Phoenix as something that you have to read end to end in strict, linear order. It’s a game, not homework. The whole point of arranging this information on a website is so that you can consult it, access it like a manual, so in addition to pages, the rules are also organized by “tags,” which are key words that appear in the individual entries on the site. You can see the tags displayed in a cloud in the right-hand menu.

The difference between the two is that pages are strictly hierarchical and tags are messy and horizontal. If you want to know everything that goes under “combat,” then look at the combat page. If you want to know every entry on the site that mentions the Stealth skill, then click “stealth” in the tag cloud, and a dozen posts will appear.

For a more detailed overview of the game, read our Q&A page.

 Posted by at 9:56pm
Feb 012016
 
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You can fly in place, with some effort.

Prerequisite: ability to fly

Benefit: While you fly, you can halt your forward motion and hover in place as a move action. You can then fly in any direction, including straight down or straight up at half speed, regardless of your manoeuvrability.

If you begin your turn hovering, you can hover in place for the turn and take a full-round action. You cannot make wing attacks while you hover, but you can attack with all other limbs and appendages that you could use in a full attack. You can activate your powers, including spells and psi-powers.

If you have wings and are Large-sized, and you hover within 20 ft. of the ground in an area with loose debris, the draft creates a hemispherical cloud (radius 60 ft), and the wind you generate can put anything the size of a camp fire or smaller. Clear vision is limited to 10 ft.. Anyone in the cloud has concealment (20% miss chance) at 15 to 20 ft. At greater than 20 ft., they get total concealment (50% miss chance, opponents cannot use sight to locate them). Anyone caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD) to cast a spell.

Normal: Without this feat, you must keep moving while you fly unless you have perfect manoeuvrability.

Jan 132016
 
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An Energy Ghost is someone whose body is made of pure energy. They can fly, move (or burn) through solid objects, and throw energy blasts. They have no one primary power. Instead, three main powers create the effect: Flight, Phase, and Energy Attack.

Given that Energy Ghosts can stay out of battle by flying and spend a lot (if not all) of their time phased, they don’t need lots of HPs or a high Defence bonus, and they can make up for a moderate BA by projecting Ray attacks (rather than regular ranged attacks), so an Adventurer (decent BA and Power Die) or Mastermind (low BA, good Power Die) can work, depending on what you want the character to do. A commander/tactician who can float outside the battle and lend air support might be very welcome to a team of heroes!

Powers

Energy Attack: Ranged 50 ft. 4d6, Ray, Knockback 14CP
Flight: Skill “Good”, Speed 40 ft.: 13CP
Phase: Manifest Sound, Ghost (+2CP), 12CP

Recommended Feats

Aerobatics, Improved Initiative, Field Commander, Point-Blank Shot, Precise Shot

 Posted by at 4:47pm