Darwin's World - Tales From the Twisted Earth (Inactive)

Game Master Nethru

Game using D20 Modern system of Darwin's World


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Looking for a few good mutants, or humans if that's your thing.

Will be running through the Against the Wastelords, New World Order and The Last God series first and then go from there.


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?


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.


Sweet, how are we doing stats? rolling 4d6 or a point buy?

I need to go back through what I have, it's been a while, but if I need something I'll ask.


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.


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?

stats:

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.


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.


Any other potential interest?


Need a few wastelanders to get the party started.


I'm interested, but I need a copy of Twisted Earth for classes and such.


Great! Still need some more wastelanders to get started!


I too love me some post-apocalyptic goodness but I have never even looked at Darwin's World before <.<


Nice getting a little momentum here :)


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.


go ahead and try another set that's really bad!


bumping for any more interest


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?


@ 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.


How goes concepts? So far seems like only 2 interested.

Any more interest for hopefully a long run game from 1-20+?


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:

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.


Maybe. I need to go back and look at the Darwin's World materials.


how my wasterlanders coming along?


I've been going through the books and have fiddled with making a character. I'm looking at a Smart hero/Repairman/Resurrector setup.

Handling Disable device, Repair and some sciences.

Just reading up on background information such as the world and the people.


Cool!

Since DBH will handle repair work (that would have been part of the 'road warrior' shtick) I will go with the mutant, radical, guide with fast(four levels)/survivalist/gunslinger (eight levels each) and possibly beyond.


dot


Nice i like both of those ideas! See a few others posted just trying to get feel if they in and once chars set we will start up. Would really like to have 4 players.


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.


Twisted Earth wrote:
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...


A couple of questions.

What level do we start?

Is there a point buy system as my roll was painfully average for a character build?


These seems really awesome but I'm just getting all turned around trying to learn more systems. I'm going to back out but thank you Twisted Earth. I hope you get enough players!


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.


Twisted Earth wrote:

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:

Original idea wrote:

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) checks

Defects:
Bizarre Pigmentation
–2 to Charisma and –4 penalty to Bluff, Diplomacy, and Disguise skill checks

Dyslexia
Cannot read or write and suffer –2 penalty to any skill check that requires reading

Attention 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


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 :)


Thanks for that.

Reroll:

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.


Twisted Earth wrote:
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.


I'm thinking since defects can be pretty "bad" I'll let you guys roll double the number of mutations you get and pick the number of mutations you from from those rolls so it's a little more customized instead of completely random.

Up to you though if you want to or not :)


Once we have 3 chars ready to rock we will get rolling. If more people want to join after great but itching to get this started.


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...


If we don't get a third by mid next week we will just start with the 2 of you and others can jump in as we go.


Rough draft of my Smart hero. Tomas

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.


Ok, This is RH's Mutant fast hero, Navarre

I've got most of the crunch done, still need to purchase gear. I've got a backstory in the works and will have it posted soon.

Once we get the actual party together I may change one of the mutations and the accompanying feat.


DBH not going for any mutations?

Navarre LOL on the voice box. That's going to be interesting that you can't talk :) DBH is the FACE :)


Rough draft as I said. Looking through the mutations and deciding whether I'm the pure or not? :)


One of the few, proud the PURE! :)


There still open slots if anyone out on Paizo land interested!


Twisted Earth wrote:
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.


Yeah having telepathy since you can't talk would be good and freak people out as well.


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).


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).


Josh you can do 2 sets of rolls and pick which set you want so you can try one more time. I'm not opposed to someone being dangerously stupid though :)

You can also pick any 3 of the 6 doesn't have to be OR for each roll if your taking 3 mutations.

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