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1''D20 Modern Neverwinter Nights'' (or ''D20 Modern Mod'') is a modern-futuristic themed GameMod for the first ''VideoGame/NeverwinterNights'' game. It is not a true module with a plot, but an empty module giving the modder a system to create modern or futuristic adventures (single-player or multiplayer) with the [[LevelEditor Aurora Toolset]], including custom scripts, items, characters classes and objects; most of this can be edited by the modder. Basically, it is a TabletopGame/D20Modern total conversion of ''Neverwinter Nights''.
2
3''D20 Modern Mod'' features several different [[CharacterClassSystem Character Classes]], separated between six basic classes and twelve [[PrestigeClass Prestige Classes]].
4
5Each basic class is focused on one of the six attributes. They are:
6* Strong (Strength)
7* Fast (Dexterity)
8* Tough (Constitution)
9* Smart (Intelligence)
10* Dedicated (Wisdom)
11* Charismatic (Charisma)
12
13Each PrestigeClass can be chosen if the character meets a few requirements (feats, a minimum level in some skills, etc). This is not an obligation to use only this specific build, but the manual suggests that each basic class goes very well with two [[PrestigeClass Prestige Classes]]. The [[PrestigeClass Prestige Classes]] are :
14* Soldier (Strong)
15* Martial artist (Strong)
16* Gunslinger (Fast)
17* Infiltrator (Fast)
18* Daredevil (Tough)
19* Bodyguard (Tough)
20* Field scientist (Smart)
21* Mage[[note]]The same thing that the classical Wizard from ''TabletopGame/DungeonsAndDragons''[[/note]] (Smart)
22* Field medic (Dedicated)
23* Acolyte[[note]]The same thing that the classical Cleric from ''TabletopGame/DungeonsAndDragons''[[/note]] (Dedicated)
24* Negotiator (Charismatic)
25* Personality (Charismatic)
26
27Each class (basic or prestige) have a maximum level of 10. Because of ''VideoGame/NeverwinterNights'' rules, a character can only have up to three classes. So, the maximum level for a PlayerCharacter in ''D20 Modern Mod'' isn't 40 but 30.
28
29The other important change to the ''VideoGame/NeverwinterNights'' core rules is the using of firearms as ranged weapons, with specific ammunitions. Instead of using standard ''VideoGame/NeverwinterNights'' ammunitions, it relies on a set of scripts. When a character takes a gun in his hands, the scripts check if he carries the right type of ammunitions (items shown as an inert icon), and, if successful, the amount of needed bullets for a full magazine is substracted from the ammunitions in the bag, converted in the same amount of usable ammunitions (arrows, bolts, or bullets, depending on the weapon) and go up to the loaded ammunitions slot of the inventory when the reloading is finished (reload isn't a free action unless the character has a specific feat). If a loaded gun is taken back to the inventory, its ammunitions are converted back to inert ammunitions.
30
31There is five types of ranged weapons, each being a modded variation of the default ''VideoGame/NeverwinterNights'' ranged weapons:
32* Handguns: modified shortbows, they feature pistols, revolvers, very compact submachine pistols, and a SawnOffShotgun. The handguns can be [[GunsAkimbo dual wielded]] (see below)
33* Small arms: modified longbows, they feature some small to medium submachine guns
34* Longarms: modified light crossbows, they feature all kind of rifles (from bolt-action rifles to battle and assault rifles), bigger submachine guns and big shotguns
35* Heavy weapons: modified heavy crossbows, they feature some medium to heavy machine guns, and some special arms (flamethrowers, rocket launchers, futuristic energetic weapons, etc)
36* [[GunsAkimbo Dual-wielded]] handguns: modified slings, [[ExactlyWhatItSaysOnTheTin it is a handgun when it is dual-wielded]]. Only two identical guns can be used that way (the player must use a specific command through a dialog menu, when having one handgun in his hand and an identical one in his backpack); in game mechanism, one of the hands bears an active sling which really fires, and the gun carried off-hand is just an inert prop. Putting back one of the guns in the backpack makes both weapons reappear in the inventory, converted back as standard handguns
37
38There is also some more minor mechanisms added, like an alternative wealth system (paying with a bank account rather than with real gold), several item identification skills (depending on whereas the item is an occult or military piece of information, a chemical object, etc), or a system of driving vehicles. Note that some of the new systems, skills and feats are absolutely useless unless the modder adds himself heavy scripts to the D20 basis module, or the module is a multiplayer one featuring a [[GameMaster DM]].
39
40Although the proper ''D20 Modern Mod'' replaces character classes, some bits of helmets, and armors, it doesn't delete the spells and the 3D models of the non-human creatures (including those of the ''Community Expansion Pack'' version used to make run the mod), allowing the modder to create modules with undeads, aliens or wizards.
41
42The mod have been used in the released first mod of the ''Videogame/JulyAnarchy'' series, its planned prequel uses it too.
43
44The files needed to run the mod can be found [[http://neverwintervault.org/project/nwn1/hakpak/original-hakpak/d20-modern-project-haks-version-20 here]], but you also need to have both official expansion pack, and the unofficial mod [[http://neverwintervault.org/project/nwn1/hakpak/combined/cep-23-cep-24 ''Community Expansion Pack'']].
45
46----
47!!The ''D20 Modern Mod'' provides examples of:
48
49[[foldercontrol]]
50
51[[folder: Settings and sceneries]]
52This list of tropes concerns the kind of sceneries and settings that can be created with the module. It also concern some of the inert items usable as scenery eye-candy.
53
54* AbandonedHospital: It is possible to build one by using the spaceship tileset, and a lot of imagination.
55* AbsurdlySpaciousSewer: Not specific to ''D20 Modern Mod''[[note]]the "sewer" tileset belongs to the original ''Neverwinter Nights''[[/note]], but the player is able to create one.
56* AfterTheEnd
57* Franchise/CthulhuMythos[[note]]At least, the late 20th / early 21st century variant[[/note]]: You have guns, several kind of monsters with more or less monstruous appeareance fitting with this setting (Kuo-Tua, Mindflayers, ghouls, etc), and occult-themed icons for inventory items.
58* EverytownAmerica: Vehicles, objects for scenery decoration, and the urban tileset itself are a somewhat cliché of United States of America of the late 20th / early 21st century. With some imagination, it is although possible to design a rural place set elsewhere.
59* EyesAreUnbreakable: One scenery accessory is an intact enucleated eyeball.
60* TheFuture
61** CyberPunk
62** SpaceOpera: One of the tileset represents the inside of a spaceship. One other is the space, and can be used with miniaturized spaceships, which can be used to make space battles
63** TwentyMinutesIntoTheFuture
64** UsedFuture: A lot of the modern / futuristic inert scenery items have alternative models in a rusted / stained / broken appearance.
65* GroinAttack: One scenery prop represents a corpse lying on the back, tighly holding his groin with his hands. Its model is named "cadaver, old, ouch!" in the toolset.
66* {{Magitek}}
67* ParkingGarage: One tileset represents one.
68* PeopleJars
69* PresentDay
70* SchizoTech
71* StealthBasedGame / StealthBasedMission: The Infiltrator PrestigeClass has been designed for this.
72* SurvivalHorror
73** DarknessEqualsDeath
74** ZombieApocalypse: The original ''VideoGame/NeverwinterNights'' features a few already made zombies, the ''D20 Modern Mod'' adds chainsaws, and shotguns.
75* WombLevel: The "Belly of the Wyrm" pre-generated area uses the "Beholder Interior" Tileset (which mostly consists in organic-looking corridors and circular rooms), filled with green stains and severed bodyparts. Its exit door is named "sphincter". It is intented to be part of a system allowing [=PCs=] to be swallowed alive by a monster.
76* UrbanFantasy: The modder can create ''true'' magical items[[note]]technically, a lot of items are considered as magical by the game, even if they are real: for exemple, the different stats of the firearms come from "magical" properties, as the effects of the pills[[/note]]. The Acolyte PrestigeClass is the Cleric from ''TabletopGame/DungeonsAndDragons'', and the Mage is ExactlyWhatItSaysOnTheTin. No rule prevents players having a Dwarf / Halflin / Elve / etc character. All the humanoid (Orcs, Goblins, Giants, etc), or supernatural creatures (giant spiders, dragons, demons, undeads, etc) can still be used.
77* UsefulNotes/WorldWarII: Although very poor in vehicles from this era, ''D20 Modern Mod'' includes a [[SelectiveHistoricalArmoury decent but classical]] selection of UsefulNotes/WorldWarII era [[UsefulNotes/NazisWithGnarlyWeapons German]], [[UsefulNotes/YanksWithTanks American]], [[UsefulNotes/BritsWithBattleships British firearms]], and allows to create some custom clothes looking roughly like the related uniforms.
78** {{Ghostapo}} / StupidJetpackHitler
79[[/folder]]
80
81[[folder: Characters and NPCs]]
82This list of tropes deals with appearance and potential backgrounds of player characters and [=NPC=].
83
84* AcePilot
85* ActionGirl: The stats and classes makes no difference if the character is a man or a woman. Strangely enough, the manual describes all the characters basic classes with "they", but [[AlwaysFemale the Fast class is written as "she"]] but the picture illustrating the page shows a man - in game, there is no rule preventing creation of a Male Fast character. In the manual too, the Strong class description page is illustrated with a picture showing a woman.
86* ActionHero: Especially when playing a Strong class character.
87* ActionSurvivor
88* AllBikersAreHellsAngels: The "Biker" [=NPC=] model is a fat bearded man wearing a Hell Angels leather jacket.
89* ArtificialLimbs: This can be done by creating custom clothes looking normal, and then replacing one (or several) parts for limbs by robotic-looking parts.
90* BadassBookworm: Any PlayerCharacter with the Smart class
91* BadassDriver: The Daredevil PrestigeClass
92* BadassInANiceSuit: It is possible to do this, especially recommanded with the Bodyguard PrestigeClass.
93* BadassPreacher: Dedicated / Acolyte character
94* BattleButler: There is one among the already made [=NPCs=] of the base module. The unit is named "Butler" and is a level 1 Tough.
95* BulletProofVest: A few torso-part of the lights armors look like this.
96* ChestInsignia
97* CigarChomper: A couple of heads include this. One of the male heads for human [=NPCs=] represents a helmet-wearing soldier with a cigar in the mouth, another one represents a bald one-eyed guy.
98* ColdSniper / FriendlySniper: The Gunslinger class is well made to create a sniper. Whereas he will be the former or the latter is up to the roleplay of the player.
99* CombatStilettos
100* CoolShades / SinisterShades
101* EyepatchOfPower: A couple of heads (including some which were already in the CEP).
102* FacelessGoons
103* FacialHorror: One of the male human heads is [[VideoGame/KnightsOfTheOldRepublic Darth Sion]] face (a man with a heavily charred/scarred face and a blind eye).
104* GasMaskMooks: There is a gasmask model among the helmets. Can be used as an actual gasmask if it receives properties immunizing its wearer against spells which visual effects include gas or smoke.
105* HellBentForLeather
106* HeroesRUs
107* HumanoidAliens
108* ImpossiblyCoolClothes
109* ImprobableHairstyle
110* TheMenInBlack: There are clothes parts which can create this kind of black tuxedos, and some heads with sunglasses, fitting the visual archetype.
111* {{Ninja}}: Not included in the basic module, but it is possible to create some by using a black balaclava as headgear, black clothes, shuriken, and Japanese edged weapons.
112* NinjaPirateZombieRobot: The mod allows to create ninjas, zombies, vampires, robots, superheroes, and to combine them.
113* PoweredArmor
114* PrivateMilitaryContractors
115* {{Samurai}}: The 3D models used by armors and helmets include samurai armor and headgear. Out of ''D20 Modern Mod'' specific resources, the original ''VideoGame/NeverwinterNights'' and the ''Community Expansion Pack'' (needed to properly use ''D20 Modern Mod'') include a large array of Japanese melee weapons.
116* SpecsOfAwesome: A couple of [=PCs=] and [=NPCs=] heads include transparent glasses. As they are a purely cosmetical feature, nothing prevents to choose such a face while playing a very strong combat-oriented character.
117* SpyCatsuit
118* {{Stripperiffic}}
119* {{Superhero}}
120* SuperSoldier
121** SpaceMarine
122* ThoseWackyNazis
123* UtilityBelt: Though it's a purely cosmetical part of the armour.
124* WaistcoatOfStyle: Depending on how you mix torso and arms parts when creating clothes, you can create this kind of clothing.
125* WesternTerrorists
126[[/folder]]
127
128[[folder: Classes, Stats, skills, and feats]]
129This list of tropes concerns the character stats.
130
131* ArtisticLicenseChemistry / ArtisticLicenseEngineering / ArtisticLicensePhysics: The craftmanship system.
132* TheBigGuy: A character with the Strong and / or Tough class can usually be one.
133* DumbMuscle: Averted with the Soldier PrestigeClass, which requires spending some points in the Tactical knowledge skill to be choosable. Can be played straight with a build combining the Strong, Tough, and Martial Artist classes.
134* GeniusBruiser: Combining the Strong or Tough class with Field Medic or Field Scientist. It can also be done just with putting skill points in some "intellectual" skills without multiclassing in science or intellectual oriented classes, but the "genius" part will be less present, as those skills won't be "class skills" and thus there level cap will be halved.
135* GeniusDitz: When a character puts a lot of skills points in the Theology / Occult / Chemistry / etc knowledge skills but nothing in the Current events, Streetwise or Popular culture.
136* TheGunslinger: Especially with the Gunslinger PrestigeClass.
137* MasterOfNone
138* TheMedic: The Field medic PrestigeClass; an Acolyte can potentially be a magical one, if he chooses the right spells.
139** CombatMedic: A combination of Field medic and combat-oriented classes become this.
140* NonActionGuy: Depending on the module and the roleplay of the player, a character build with three-class combination of Dedicated / Smart / Charismatic / Celebrity can become one.
141* OmnidisciplinaryScientist
142* OneManArmy: Possible if a Strong / Tough / Fast character have to fight mooks who's level is a lot lower.
143* SquishyWizard
144* StreetSmart: The "Streetwise" skill.
145* UselessUsefulNonCombatAbilities: Most of the skills of the mod can be this (deciphering foreign languages or technical pieces of information, craftmanship, repair, etc). Most of them requires heavy scripting of the module or the intervention of a GameMaster to work.
146* YouHaveResearchedBreathing: Some actions, like driving a car or having decent knowledge of current events or popular culture, require specific skills or feats.
147[[/folder]]
148
149[[folder: Items, weapons, and armors]]
150All which is related to inventory and usable stuff.
151
152* ArbitraryGunPower: Can be played straight or averted, depending of what the modder wants to do when creating the weapons.
153* BagOfHolding
154* {{BFG}}: the heavy weapons, which includes miniguns and rocket launchers.
155* BatterUp: There are two baseball bat models: a regular wooden one, and the same with nails stuck in its top.
156* BlingBlingBang: The silver-ivory plated Desert Eagle model.
157* CarryABigStick: One of the club models is a police baton.
158* ChainsawGood:
159** The two chainsaw models (a pristine one and a rusty one) are modified from the sickle.
160** There's longsword parts made to look like ''Warhammer 40,000'' chainswords.
161* CombatHandFan: The Fan weapon, which is a Japanese-looking fan. Technically, it's a kama, with means that using it without penalty requires to have the "Exotic" weapon proficiency feat, and can be dualwielded.
162* CoolCar: Sadly, some of the 3D models of the mod are only usable as parts of the scenery, not as drivable vehicles.
163* GatlingGood: Two of the weapons are two minigun variants. The mod also has rules about autofire.
164* GogglesDoSomethingUnusual: There are spectacles[=/=]sunglasses items, which are technically amulets[[note]]to be more accurate, they are a new kind of item named "Modern Necklace", which works exactly like the amulets and is worn in the same inventory slot[[/note]] with special icon. They can grant some bonus, from relatively logical (bonus to Search skill, night vision, etc) to absolutely anything you want.
165* GrievousBottleyHarm: There are two models of bottle weapons: a full one (club), and a broken one (dagger). Both also exist in the specific "improvised weapon" category.
166* GunAccessories: Some of the 3D models for firearms include some details like scopes or grenade launchers, but they are purely cosmetical and the models can be really customized. There are also some one-use items which are made to ehance stats of a firearm, without any visual incidence.
167* GunPorn: The mod includes 3D models for a lot of real firearms (and even more of Sci-Fi ones, too), although the ones that already exists in the basic demo D20 Module are far less numerous.
168* HandCannon: The Desert Eagle, the SawnOffShotgun, and some of the biggest revolvers.
169* ImprovisedWeapon:
170** Some blunt weapons are put in this specific category (they suffer from a decrease of accuracy, unless the character has a specific feat). They include a mug, a bottle, a chair or a frying pan
171** Some other "improvised weapons" models belong to standard weapons categories. Among them, there are spiked plank and baseball bat (club), kitchen knife and broken bottle (dagger), and small hammers (light hammer)
172* ImproperlyPlacedFirearms / AKA47: The already made module suffers from some weird instance of it, like a Galil named "[=AKS-74U=]". Also, the file description of the guns which goes with the mod files includes some other errors and inacurracies, one of the worst being the SVD models described as "AK-style Machinegun".
173* ImprovisedArmour: One of the buckler models is a trashcan lid.
174* KatanasAreJustBetter: Like in the unmodded game, they are the best type of one-handed weapon. And contrary to the unmodded game, they can be wield by anyone (although the wielder suffers from a malus if he/she doesn't have the Exotic Weapons Proficiency feat).
175* KillItWithFire: The mod new resources include a heavy weapon shaped exactly like the flamethrower from ''VideoGame/VampireTheMasqueradeBloodlines'' and a MolotovCocktail icon for the throwing weapons.
176* LaserBlade: Not only the mod includes the laser alternate appearance for bladed weapons from the ''Community Expansion Pack'', but it also replaced altered stats and appearances of the [[KukrisAreKool kukris]] to replace them by ''Star Wars''-style lightsabers. As those new weapons are actually a reskin of one already existing instead of brand new weapon type, which allows them to benefit from martial feats and proficiency.[[note]]In ''Neverwinter Nights'', the bonus granted to weapon types from martial feats are hardcoded, which explains that it is impossible to create such feats applied to weapon types created by modders.[[/note]]
177* MacheteMayhem: There's a Machete item, which belongs to the short sword weapon class.
178* MagicAntidote / MagicalAntibiotics: There are exactlty one "Antidote" item (curing any poison) and one universal disease curing medicine, the later being named "Antibiotics". Although the ingame description stats that it is a cocktail of several medicines rather than a single antibiotic.
179* PhlebotinumPills: The "drug" class of item features objects represented by syringe and/or pills icons. They are consumables with one charge, and the modder can give each a "spell", which is automatically cast on the user.
180* RevolversAreJustBetter: The two most powerful handguns (among the already made firearms in the basic module) are a Desert Eagle and a .44 Magnum, which inflict the same amount of damage.
181* SawnOffShotgun:
182** One of the already made handguns, it is a sawn-off 12-gauge two-barreled hunting rifle which must be reloaded after two shots.
183** One of the available hangun models looks roughly like a sawn-off Barrett M82 with a weird handle. As it isn't used by a pre-generated weapon in the base module, it's unclear if the modders wanted it to be this or a sci-fi gun.
184* SelfSurgery: The Surgery kit is an item ([[ExactlyWhatItSaysOnTheTin described as a kit including the objects needed to perform a surgical act]]) which serves to heal a character. Although the act itself suffers from some restriction (negative check if the character using it doesn't have a specific feat), there are absolutely no specific malus if someone tries to heal himself with the item.
185* ShoulderCannon: Doesn't technically exist as an actual weapon, but there are some armour shoulder parts that are this.
186* TomeOfEldritchLore: One of the icons usable for custom items is a weathered grimoire which cover features a symbol identical to the Cthulhu Mythos' [[http://en.wikipedia.org/wiki/Elder_Sign Elder Sign]].
187* WolverineClaws: The Fist Blades, which are a set of three steel blades protruding from the hand Wolverine-style. Technically, it's a kama, with means that using it without penalty requires to have the "Exotic" weapon proficiency feat, and can be dualwielded.
188[[/folder]]
189
190[[folder: Other rules]]
191* CriticalExistenceFailure: Like in the original ''VideoGame/NeverwinterNights'', being in full health or nearly dead doesn't have any consequence on the ability to walk and fight.
192** Although there is some scripts which force a character to do a saving throw or die immediatly, when they suffer a very high amount of damage.
193* DualWielding: It is possible to fight with two knives, or with a knife and a baseball bat, or two small hammers, or anything. Like in the original ''VideoGame/NeverwinterNights'', it greatly reduces the accuracy of attacks unless the character has some specific feats, especially if his offhand weapon is bigger than a small melee weapon.
194* ExplodingBarrels: Not created in the demo module, but possible by combining a barrel model (there is a large selection of them) with a specific script.
195* GunsAkimbo: Every handguns can be used this way (if the modder created the dual-wield equivalent items for the guns and ammunitions, of course), including the Desert Eagle; only possible with two identical guns. Note that the character will fire two times more ammunitions, and his accuracy will be decreased.
196* HyperspaceArsenal: Although the carring capacity is limited by the character's strenght (this limitation becomes neglectable when the strenght is higher enough, which happens at a not so high point), the ''VideoGame/NeverwinterNights'' inventory has enough room to store several firearms (from handguns to BFG), several square-meters of ammunitions, a few [[BagOfHolding Bags of Holding]], a whole load of tools, and tons of [[PlotCoupon plot-related]] [[MacGuffin items]].
197* IncrediblyDurableEnemies: Any enemy which has a relatively high level becomes this (see "MadeOfIron" below).
198* ImperialStormtrooperMarksmanshipAcademy: What usually happen when a character tries to shoot another who is a lot higher in experience levels.
199* MadeOfIron: Any character with a relatively high level will have enough hit points to not being killed by a simple blow / bullet and will be immune of a lot of [[StatusEffects status effect]] because of their high saving throw bonuses.
200* SwallowedWhole: Cf WombLevel in the "Settings and sceneries" folder.
201* TraumaInn: Downplayed. Unlike the original ''VideoGame/NeverwinterNights'', resting only heal a small part of hitpoints, not the whole lifebar. It can be modified by the modder, though.
202* UniversalPoison: Like in the original ''VideoGame/NeverwinterNights''.
203[[/folder]]
204
205[[folder: Technical informations]]
206* 2DSpace: There is a space tileset (with scaled scenery props representing space stations, ships, astronomical bodies, etc), designed for space travel and space battles. Thanks to the game engine, it is technically a flat area.
207* ArtificialStupidity:
208** The ArtificialIntelligence is the same as the original ''VideoGame/NeverwinterNights''. Especially with the followers...
209** For the [=NPCs=], target acquisition range is slighly higher than the range of the firearms. It means that unless the [=NPCs=] have spawned in range, any attempted gunfight within two groups will end with the characters frozen facing themselves in a perpetual MexicanStandOff. Worse, [[TheComputerIsACheatingBastard it gives an advantage to the IA characters against players]]: to be able to attack, the player will have to go nearer and will suffer an opportunity attack from his target
210** The creators of the mod didn't created customized patterns of recommanded feats / skills when levelling up, so the game makes absolute crap when having to do it automatically. It means that creating [=NPC=] will require to manually fix their skills and feats (or to create player characters, and then use a third-party tool to convert them as [=NPCs=])
211** [=NPCs=] can only use the gun that they have in their hand when they are placed on the map; when run out of ammunitions, they cannot pick another gun from their inventory
212** [=NPCs=] seems to have some rather random difficulties to use the custom firearms and ammunitions system. Another thing is that nobody unless players characters is able to use [[GunsAkimbo dual-wielded guns]], followers and scripted-spawned NPC can't figure how to use ammunitions at all and will choose melee combat
213*** This problem can be avoided if the modder creates for NPC firearms [[BottomlessMagazines with the "unlimited ammunitions" property]].
214* LoopholeAbuse: In the mod, Acolyte and Mage are actually Cleric and Wizard converted as prestige classes. Because of how normal and prestige classes are hardcoded in the game, it means that it is technicallty legit to create a player character starting as level 1 Acolyte or level 1 Mage (but of course, them being prestige classes, actually levelling further will still require to fulfill the requirements).
215** A smart modder can prevent this issue, by creating a script which ends the module (or kill the PC) if the level 1 new player character who just began the adventure has gain this level in a specific class
216* ShortRangeLongRangeWeapon: Because of limitations of ''VideoGame/NeverwinterNights'', every firearms has the same (rather medium) range.
217* SwordAndGun: It is possible for modders to create a character like this (with a one-handed melee weapon in his main hand and an inert gun-looking prop in the other), but he won't be able to use both, he only will use melee attacks.
218[[/folder]]
219
220[[folder:Unsorted]]
221* ExactlyWhatItSaysOnTheTin: It is a [[GameMod mod]] which allow you to create ''VideoGame/NeverwinterNights'' modules by using the ''TabletopGame/D20Modern'' rules.
222* RuleOfCool
223* ShoutOut:
224** Characters can have the same faces (with sunglasses) that in ''Film/TheMatrix''
225** One helmet model is the same as the classical ''VideoGame/{{Doom}}'' SpaceMarine's one. There are also a chainsaw weapon and a few firearms looking like the ones in the games and the armour customization features allow to roughly recreate the Doomguy armour (but without the tearing at the belly level)
226** A handgun's model looks like [[Film/BladeRunner Rick Deckard's]] one
227** The longarms include a reproduction of the ''Film/{{Aliens}}'' assault rifle
228** One of the monster's model is a Franchise/{{Terminator}}-like silver skeleton with glowing red eyes
229** Some music tracks, and a lot of icons come from the old ''VideoGame/{{Fallout}}'' games. Also, one of the futuristic pistols is the 10mm pistol from ''Videogame/{{Fallout 3}}'' and ''Videogame/FalloutNewVegas''
230** A lot of 3D models (faces, and inert objects for the scenery) come from both ''VideoGame/KnightsOfTheOldRepublic'' games, which use an upgraded version of the ''VideoGame/NeverwinterNights'' engine
231** There are models inspired by the ''Franchise/StarWars'' movies, including a lightsaber weapon class (totally reskinned kukris), Bobba Fett and stormtroopers helmets, some spaceships, and a lot of firearms
232** An helmet model and a few character icons are obvious references to the ''VideoGame/{{Halo}}'' series
233** Some models of armor, helmets, and firearms are reproductions of items from ''TabletopGame/{{Warhammer 40000}}''
234** A couple of weapons and a lot of scenery props come straight from ''VideoGame/VampireTheMasqueradeBloodlines''
235** There are ''TabletopGame/DungeonsAndDragons'' rulebooks among the books (both scenery props and icon's items)

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