I had this idea something like a decade ago, and just rediscovered my notes. It’s an amusing idea, so I thought I’d share it here with any DnD/Ben10 fans to have fun with.
Fair warning, it’s a little back-n-forth, but enough is here you'd simply need a copy of d20 Modern and the original Ben10 series to get you going.
The basics behind this idea is simple: While there is an Omnitrix and Benjamin Tennyson wears it, he isn't here. So we have to fend for ourselves. Thus we have a select few who wear what are called Multitrix, devices like the Omnitrix, which allow the wearer to become one of five aliens. Which five can change as the user becomes accustomed to the device. The reason for a maximum of five is the Multitrix is a reverse-engineered copy of the Omnitrix and does not have the memory for more.
The device starts with one Alien in its memory, and the user adds to the list by scanning live or defeated creatures. Scanning takes three full turns, during which they user cannot do anything with the watch but scan his chosen target and must remain adjacent to the target. The aliens can also be changed on a one-for-one basis with any alien the wearer scans with their Multitrix. Changing Aliens in this fashion perminantly removes one of the aliens from the players list until they can scan another of that species, and replaces it with the new alien. This method of change over is not recommended except if absolutely necessary, for obvious reasons. If changed at base, the previous Alien's data is saved on the base's main frame, thus allowing the user to build an ever increasing repetoire of aliens, potentially able to rival the built-in list of the Omnitrix. The reason behind needing a new scan or loading to the Base computer, depending on method of change used, is the data on any given Multitrix is keyed to the wearer, thus another wearer's alien data would be unuseable by any other wearer.
As with Ben 10, Mutlitrix wearers are usually paired with one or two Exceptionals. Exceptionals are persons with extraordinary abilities that put them into the 'super-human' catagory, much like Superman or other 'superheroes'. This gives the team a more versatile set of abilities than a team that only has Multitrix as a resource, though there are Multitrix only teams.
Lists:
For starter 'aliens', use any level 1 through level 10 monster from any d20 system monster manuel. They should be somewhat unique, each with a specific ability the others lack which grants the player an advantage over his base human form. The only stats that carry over from human to 'alien' is INT and WIS, and their CHA modifier is added to the 'alien's' CHA score [min. of 8]. Also remember whether the 'alien' has the ability to speak. The alien's language doesn't carry-over to the Multitrix, and instead speaks english.
Use those monster entries that best fit with the style and feel of the world you play in. In a post-apoc setting, use those that are more lethal and aggressive. In a 'slice of life' where you fight mundanes the way Batman or Superman does, use more multi-purpose forms which might not stand-out as much. Or mix and match however you like.
A list is provided in the Campaign setting module. (below “Malfunctions at GM discretion“ )
"Racial" Features:
Multitrix Wearer:
Those who wear the Multitrix have slightly faster reflexes and better hand-eye coordination than normals, owing that boost to the fact that the first time it is activated it generates an extensive nerve network and bonds itself to the wearer making it unremoveable without surgery. Wearers also heal faster than normal humans for a similar reason, but are more easily dropped by shock attacks.
Personality: Wearers are universally more confident, more likely to 'leap before they think'. Multitrix users are also more resistant to mind control, but experience 'bleed-over' from the instincts of the aliens stored inside if a specific alien is used too many times in a row. Other than bleed-over and being slightly more reckless, the wearer doesn't act any differently than before they became a Multitrix user.
Size: medium
Ability Modifiers: +1 dex, -1 wis.
Speed: 30' move.
Iron Will: Multitrix wearers are more resistant to mind control due to having the instincts of up to five aliens buzzing at the periphery of their minds.
Bleed-over: If an alien is used five times in a row, the wearer temporarily acts more like that alien's species while they are human, will save (DC15, -5 if ally points out behavior, +5 for each time after the fifth use of the alien) ends. Wearer or ally must make a sense motive check (DC15) to realize wearer is not acting like themselves unless odd behavior is completely opposite what the wearer would normally do (wearer check DC10).
Toughness: Wearers are hardier than normal humans, owing that to being bonded to the Multitrix.
Fast Healing: Wearers heal at a faster rate than humans. Wearers regain HP at twice the normal rate.
Lightning Reflexes: Wearers react faster than normal humans due to the extensive nervous-system upgrade the "Watch" grants.
Shock weakness: Multitrix wearers' enhanced nervous system means they take subdual damage in addition to lethal damage from electric attacks when in human form. Will save (DC10+damage taken) negates subdual damage. If an electric attack deals only subdual damage, it instead deals double.
ITEM:
Multitrix:
A wristband like device often mistaken for an overly large watch, it is worn on the wrist on the off-hand side and covers from wrist almost to mid-forearm. It is dark grey and white, with a black and green hourglass emblem on the 'watchface'. When the face is pulled up and turned, it cycles through the available aliens. When the wearer slaps it back down, the transformation is started and they become the selected alien.
Rarity and Support: The number of available Multitrix is up to the GM, as is how they are gained and whether or not a homebase and Base computer is available for changing out aliens. The Multitrix suffers a similar malfunction to the Omnitrix: one-in-ten transformations has a chance of transformation error, turning the wearer into an alien other than the one they selected. Everytime the Multitrix is used roll percental, if 10% or less the alien selected is randomly changed to one of the other five. Which alien depends either on the GM or a d6 roll, with rolls of 6 or which match the number of the originally selected alien being treated as rerolls.
Stats:
Attack action to activate alien menu and select alien.
Free action to slap down on symbol to initiate transformation.
Standard/move action to complete transformation, process 'hidden' by a bright green flash (DC10 to spot).
Transformations last a set amount of time based on length of charge time.
Free action to slap Multitrix symbol and revert to human, again 'hidden' by a bright green flash.
Charging and useage times:
Max use time is 50 turns/5min.
Three turns of recharge equals one turn of use.
Malfunctions at GM discretion.
i.e. duration of transformation longer than normal (normal time plus 10+1d10 turns) and cannot be ended after a tranformation error, especially if resulting alien is at a disadvantage. Or player randomly changes aliens every few turns (1d4 turns) after a transformation error or being hit with a powerful electric attack when in human form, and transformations cannot be ended (lasts 10+1d10 turns).
Ben 10 inspired campaign setting
Setting:
2020AD, Earth is under seige by multiple alien races, all with the same goal: Capture the Gateway and use it to reach alternate universes in a search for the Omnitrix. And once they find it, they plan to take it and conquer the multiverse.
None of the races work together, fighting each other as much as Humanity.
Earth has one ace up its sleeve that it now plans to use to fight back: The Multitrix, a device based on detailed scans of the Omnitrix before Plumber Benjamin Tennyson left Earth in an attempt to get help from allied aliens. While it does not last as long nor does it have the vast list of aliens available, it is still a step up from the Omnitrix that Ben aquired when he was ten. The bonus: Their are ten Multitrix. The downside: All scans and data on the Omnitrix were destroyed once the tenth Multitrix was completed to keep the invaders from making their own, meaning the loss of even one could be crippling.
Campaign seed:
Like the Omnitrix, the Multitrix bonds with the wearer and cannot be removed without specific measures or irreversable damage to the device and possible damage to the wearer will result. And should the wearer die they revert to human form and the Multitrix becomes unuseable, all semi-organic components dying with the wearer. Players should be human, but any class and background is acceptable. The Multitrix are given to those who prove to be morally strong, honorable, good people (Good must be one of their first three alliagences). This is for a simple reason: power corrupts, and the Multitrix is very powerful in skilled hands. Players should be second level, with at least one feat that focuses on unarmed melee combat, due to training they recieve after gaining the Multitrix in order to better handle combat situations that are gauranteed to occur.
“Aliens”:
Charred One, Menace Manuel
Chemical Golem, Menace Manuel
Dread Tree, Menace Manuel
Drop Bear, Menace Manuel
Etoile, Menace Manuel (lacks nanite infection when copied by Multitrix)
FleshRaker, Menace Manuel (lacks death hunger when copied)
MurderGaunt, Menace Manuel
ThunderBird, Menace Manuel
Yeti, Menace Manuel
Gear Golem, Arcana Creatures
Grendelspawn, Arcana Creatures
LeechWalker, Arcana Creatures
Otyugh, Arcana Creatures
Vrock, Arcana Creatures
Other aliens at the GM's discretion. Feel free to generate the stats for the aliens Ben uses in the actual series.
Source books:
Obviously the d20Modern Core Rule Book (d20MCRB)
d20Menace Manuel
d20Arcana
d20Future
d20Apocalypse
DnD3.5 Monster Manuel I, II, & III (optional, for additional 'aliens')
Initial set-up:
Two options for starting the players into the scenario:
1) Players begin play with no Multitrix, only starting gear that would be 'normal' for persons surviving an alien invasion and fighting back. If any players wish to be Exceptionals, magic/psionic users (Casters), they begin with access to 0-lvl abilities as if they were level-1 casters. Run enough encounters to get them to second level, then talk through them getting proper training in their abilities as well as the 'normals' being given Multitrix. They are now a special team at the head of the fight between Earth and the invading aliens.
2) Players begin play at second level. Those without Multitrix have one level of their chosen 'Exceptional' class, magical or psychic. Those with Multitrix must choose a 'combat' capable class for their second level, Tough/Strong/Fast, to show the training they recieve to better use their 'watch' in combat. Talk through how the Multitrix wearers (Wearers) might have been given their 'watches', as well as how the team was formed.
In the first option, they are thrown into the job of surviving and fending off an alien invasion, essentially earning the watch or special powers by reaching level-2. It also gives them the freedom to choose any class as the second, rather than being restricted to a combat or caster class.
However, with this option casters are essentially at half-strength until they reach third level, to show they are learning as they go, and for third level must take a level of their chosen caster class. Until then, Casters have access to 0-lvls as before, and may only choose half the normally allotted spells/powers for a lvl-1 caster. Once they have chosen their 1st-lvl abilities, they cannot change them out for a different set each day like a normal caster can.
In the second option, players start out knowing what they are doing. Casters gain the full benefits of being level-1 casters, all zero and first level spells available at the max number of slots for them. Wearers don't actually suffer under either option, as the main source of abilities for them is dependant on the watch and not their class. While you could have a watch wearer also be an Exceptional, I don't suggest it as it makes the players lives far too easy when any of them on their own has the abilities to get out of trouble.
FUTURE PLAYER'S COMPANION: My first #tabletoprpg #art job back in 2006. Not the cover, I drew some of the interior art. Cover is by Ben Wootten. . #d20 #d20system #d20modern #d20future #dnd #rpg #ttrpg #roleplayinggame #roleplayinggames #tabletopgames#tabletoproleplayinggames #tabletoproleplaying #cyberpunk #scifiart #scifi #sciencefiction https://www.instagram.com/p/B6xYLDghFtm/?igshid=1d6giygzxaqdc
It’s not often Tom appears in public without his lady armor, but when he does it’s usually a time for seriousness. #dnd #dungeonsanddragons #drawing #drow #darkelf #rouge #fasthero #d20modern #d20apacolypse #sketch #originalcharacter (at Pikamom's)