Robert Henry |
Ok, I have to confess, I really like post apocalyptic games. It's been a while since I've read, let alone played, the Darwin World version. I have a copy of the "Darwins World: Post Apocalyptic World Rules v2.0" and I may be able to track down a couple others books, but will the 2.0 version suffice?
How are you doing stats and hit points after first level?
How many playres are you taking, what kind of posting rate are you looking for and how long are you leaving the recruitment thread open?
Twisted Earth |
2.0 to 2.5 isn't to much of a difference so should be OK. TBH I havn't played a d20 game in a while i'm sure I will make some mistakes :)
For char creation and beyond, max HP's at first level, roll for hitpoints beyond but minimum HP's will be 1/2 your HD so don't have to worry about having 1hp gain when you level up. That's how I use to run D&D back in the day since players should be a bit more powerful than normal joes.
As for posting I will try to post at least once a day unless things get crazy with work and family. Nothing super fast but hopefully not to slow.
Trying to get 4-6 players I think is optimal.
If you need assistance finding books i'm sure can find a way to get you the info.
Twisted Earth |
4d6 drop lowest 6 times distribute as you see fit.
Have you played d20 modern before? For DW there are like 7 base classes and then advanced and epic classes. Best to look at the advance classes see which path you want to go and then pick your base class based on that and feats/skills to get to advanced class. They are relatively easy to get to by like lvl 3-4.
I can assist over Discord or something if you like.
Robert Henry |
I have played D20 modern before, though when I played Darwin's world we only got to third level. I need to refresh my memory on the breeding, background, classes and prestige classes.
Any limitations or is there anything out of bounds?
Also, any background on the specific location we will be from or where we will be starting?
4d6 - 1 ⇒ (6, 1, 1, 6) - 1 = 13
4d6 - 2 ⇒ (5, 3, 2, 6) - 2 = 14
4d6 - 3 ⇒ (5, 3, 5, 6) - 3 = 16
4d6 - 1 ⇒ (1, 3, 5, 5) - 1 = 13
4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12
4d6 - 2 ⇒ (4, 4, 6, 2) - 2 = 14
a 28 point buy by pathfinder standards, hard to complain about that.
Twisted Earth |
Game will be starting in Forbidden Lands in Bazaar.
No limitations on things insides the DW books except no Metal God or Foundationist characters. Don't want super high tech stuff at least not at start :)
All the Skills/Feats available are in the survivors handbook. There are some additional advanced classes in a few of the source books. If you have a general concept you want to use can direct you into right location of different adv classes that would fit.
KingHotTrash |
I'm reading over things right now. As I am, might as well make my rolls.
4d6 ⇒ (6, 3, 1, 3) = 13 = 12
4d6 ⇒ (3, 6, 3, 2) = 14 = 12
4d6 ⇒ (5, 4, 2, 1) = 12 = 11
4d6 ⇒ (1, 2, 4, 5) = 12 = 11
4d6 ⇒ (3, 6, 3, 5) = 17 = 14
4d6 ⇒ (1, 1, 4, 2) = 8 = 7
Well damn, I guess something simple then.
EDIT: Forgot one set. Not that it is better, now my guy is just awful lol.
KingHotTrash |
You are kind and merciful.
4d6 ⇒ (2, 2, 4, 6) = 14 = 12
4d6 ⇒ (2, 6, 1, 6) = 15 = 14
4d6 ⇒ (1, 4, 3, 6) = 14 = 13
4d6 ⇒ (1, 1, 6, 3) = 11 = 10
4d6 ⇒ (1, 6, 5, 6) = 18 = 17
4d6 ⇒ (5, 2, 3, 6) = 16 = 14
This is much easier and less hateful to work with. I'll read over stuff some more and see what I like the most. What is everyone else thinking of?
Robert Henry |
@ KingHotTrash, yes those rolls are much getter :-)
I'm looking at a fast character going gunslinger and either road-warrior or survivalist, depending on what we need.
The road-warrior would be a human 'degenerate' repairman. The survivalist would be a mutant (with a very bug like appearance and wings) 'radical' Guide.
DBH |
I'm interested, a big fan of Post-apocalyptic games, but I've never tried Darwins world before. I'll look through it and see what I can come up with.
Stats: 4d6 ⇒ (2, 1, 3, 4) = 10 9
Stats: 4d6 ⇒ (3, 4, 3, 3) = 13 10
Stats: 4d6 ⇒ (4, 4, 3, 5) = 16 13
Stats: 4d6 ⇒ (6, 3, 3, 3) = 15 12
Stats: 4d6 ⇒ (4, 2, 1, 4) = 11 10
Stats: 4d6 ⇒ (2, 3, 6, 5) = 16 14 Meh.
If I can have a reroll?
Stats: 4d6 ⇒ (4, 4, 5, 6) = 19 15
Stats: 4d6 ⇒ (1, 3, 2, 6) = 12 11
Stats: 4d6 ⇒ (4, 2, 2, 6) = 14 12
Stats: 4d6 ⇒ (6, 2, 2, 6) = 16 14
Stats: 4d6 ⇒ (2, 3, 4, 5) = 14 12
Stats: 4d6 ⇒ (1, 6, 4, 2) = 13 12 Solid, but not great.
Robert Henry |
don't forget you can take up to 3 mutations of your choice but have to roll for the side effects. There are some feats that give more mutations if your into that.
I did not realize you had to roll for the side effects...
So we are using Method #1 for the selection of mutations, but using method #3 for the selection of defects?
I assumed we were using Method #1 for both...
Robert Henry |
Robert, wanted to let you guys pick the good stuff but roll for the bad stuff to make it more interesting :)
DBH, roll 4d6 drop lowest for rolling. Will be starting at Level 1.
I was going to take:
Mutations:
Complete Wing Development
Fly 50 (Clumsy)Protective Dermal Development
+4 natural armor bonus.Multi-Faceted Eyes
+2 on Spot, Search, Repair and Craft (Mechanics) checksDefects:
Bizarre Pigmentation
–2 to Charisma and –4 penalty to Bluff, Diplomacy, and Disguise skill checksDyslexia
Cannot read or write and suffer –2 penalty to any skill check that requires readingAttention Deficit
- 2 penalty to Concentration, Craft, Disable Device, Perform, and Repair skill checks
I was going to take these mutations and Defects for a bug-like appearance. What I will do is roll one at a time, if I get one that is too off then I will stop.
So for 'Wings' defect: 1d100 ⇒ 72 Photoluminescent Aural Emission, that means he glows,
for 'Protective Dermal Development' defect: 1d100 ⇒ 95 Terminal Limb Deficiency, so no rifles, well, may as try one more:
Last but not least: 'Multi-Faceted Eyes' defect: 1d100 ⇒ 90 Skeletal Deterioration "The mutant suffers 50% more damage from bludgeoning attacks." Ouch
Well, I guess I can live with it...
Ok, need to go change a few things...
edit: as a guide starting CP is 6d6 ⇒ (1, 6, 5, 1, 2, 3) = 18 X 10
DBH |
Thanks for that.
stats: 4d6 ⇒ (1, 1, 2, 2) = 6
stats: 4d6 ⇒ (1, 2, 1, 3) = 7
stats: 4d6 ⇒ (2, 2, 3, 6) = 13
stats: 4d6 ⇒ (6, 3, 5, 3) = 17
stats: 4d6 ⇒ (3, 1, 5, 3) = 12
stats: 4d6 ⇒ (5, 4, 3, 2) = 14 Wow?
stats: 4d6 ⇒ (3, 3, 2, 4) = 12 10
stats: 4d6 ⇒ (1, 5, 4, 6) = 16 15
stats: 4d6 ⇒ (1, 5, 5, 6) = 17 16
stats: 4d6 ⇒ (5, 6, 4, 3) = 18 15
stats: 4d6 ⇒ (2, 4, 5, 4) = 15 13
stats: 4d6 ⇒ (5, 2, 2, 2) = 11 9 Yeah, that's workable.
I'll have a rough draft up soon.
Robert Henry |
if your doing a gun slinger type re-roll that 2nd one Terminal Limb Deficiency as that would make no sense. I'm not a cruel gm :)
Actually I liked it a little, it would be the reason he uses hand guns. Of course semi-auto would be easier than revolvers, but even those would be possible.
Having known a couple of people with similar disabilities, I know there are creative ways to get things done. I assumed having a stunted arm, he could hold things under it and such just not grasp things with .
I am thinking of switching the multifaceted eyes for 'mandibles' so he can grasp things in his mouth easier also. for instance no reason he couldn't pull a magazine out of his upper pocket/pouch with his mouth and slam it home in a pistol or machine pistol.
Robert Henry |
So three more rolls, OK...
defect: 1d100 ⇒ 29 blindness
defect: 1d100 ⇒ 24 Bizarre Pigmentation
defect: 1d100 ⇒ 98 underdeveloped Organ
Combined with Photoluminescent Aural Emission, Terminal Limb Deficiency and Skeletal Deterioration. Hmmm, now just to pick. I will have Navarre posted soon.
With KHT out, hopfully we can at least pick up a third who roles stats...
DBH |
Rough draft of my Smart hero. Tomas
Tomas.
Male Human Smart Hero1 ; CR 1 ; Medium Humanoid ;
HD (1d6)+2; hp 8; Init +2; Spd Walk 30 ft.;
AC 12, touch 12, flat-footed 10,
Base Atk +0; Grp+0; Atk: +2
Ranged (1d10/19-20/x2, *Crossbow , Range 40 ft. )
or +3 Ranged (2d6/20/x2, Colt Python (.357 revolver) ,
Range 40 ft. ) or +1 Melee (1d8+1/19-20/x2, Knife (Medium) )
or +2 Ranged (1d8/19-20/x2, Knife (Medium/Thrown) , Range 10 ft. ) or ;
Full Atk: +2 Ranged (1d10/19-20/x2, *Crossbow , Range 40 ft. )
or +3 Ranged (2d6/20/x2, Colt Python (.357 revolver) , Range 40 ft. )
or +1 Melee (1d8+1/19-20/x2, Knife (Medium) )
or +2 Ranged (1d8/19-20/x2,
Knife (Medium/Thrown) , Range 10 ft. )
SA ;
SV Fort +2, Ref +2, Will +1;
STR 13, DEX 15, CON 15, INT 16, WIS 10, CHA 9 .
Skills and Feats:
Computer Use +7,
Craft (Chemical) +5,
Craft (Electronic) +7,
Craft (Mechanical) +8,
Craft (Pharmaceutical) +5,
Craft (Structural) +5,
Demolitions +5,
Disable Device +8,
Investigate +5,
Knowledge (Ancient Lore) +4,
Knowledge (Business) +4,
Knowledge (Current Events) +4,
Knowledge (Earth and Life Sciences) +4,
Knowledge (Physical Sciences) +5,
Knowledge (Streetwise) +5,
Knowledge (Tactics) +4,
Knowledge (Technology) +5,
Knowledge (Twisted Earth) +5,
Navigate +5,
Read/Write Language +1,
Repair +10,
Research +5,
Search +5;
Gearhead, Personal Firearms Proficiency, Post-Apocalyptic Technology, Simple Weapons Proficiency.
Possessions: Technician's Coveralls; Tool Belt; Bolt Cutter; Multipurpose Tool; Knife (Medium); Lockpick Set; Crossbow ; Holster, Concealed carry [ Colt Python (.357 revolver); ]; Colt Python (.357 revolver) ; Backpack [ Trail Rations (12); Flashlight, Standard; Duct Tape; .357 Bullets, 50 pack; Crossbow Bolts, 12 (x2); Sleeping Bag; Water (x2); ];
What does he want? - A vehicle of his own to soup up.
What does he need? - Someone to save his ass when he gets into trouble.
Navarre "Two-Fingers" |
Navarre LOL on the voice box. That's going to be interesting that you can't talk :) DBH is the FACE :)
Hey, he's a guide, they just have to follow him :-)
When I though we were picking the 'defects' I considered 'voice box' just so I could have the character click and whirl like R2D2.
But I'm considering switching one of the mutations (or a feat) to NEURAL MUTATION - TELEPATHY, then picking up the feat MENTAL COMMUNICATION later. I would have to pick up concentration skills to do so.
JoshB |
Let me lok at it over the weekend and see if I can come up with something.
4d6 - 4 ⇒ (6, 4, 4, 6) - 4 = 16
4d6 - 3 ⇒ (6, 3, 6, 5) - 3 = 17
4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4
4d6 - 1 ⇒ (1, 3, 3, 4) - 1 = 10
4d6 - 3 ⇒ (4, 3, 5, 5) - 3 = 14
4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17
17,17,16,14,10,4
The dice giveth and taketh away.
How would you feel about a character that was dangerously stupid?
If his Intelligence is down at that level, he would essentially be one step above an animal.
Story wise, he would have to have somebody that looks out for him and handles the complicated things (like doorknobs).
JoshB |
Mutation defects:
1d100 ⇒ 49 or 1d100 ⇒ 37 Hemihypertrophy or Critical Vulnerability
1d100 ⇒ 33 or 1d100 ⇒ 56 Cannibalism or Hunchback
1d100 ⇒ 45 or 1d100 ⇒ 39 Dyslexia or Cystic Fibrosis
What I'm thinking:
Gigantism, Simian Deformity, Skeletal Fortification
Critical Vulnerability, Hunchback, Dyslexia
I could stack up Hemihypertropy and Hunchback instead of the Critical Vulnerability, but would make him pretty slow (and would really be stacking on the weird).