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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I think I would take those 3 defects even if I was picking unconstrained from the 6, so that doesn't worry me.

Doing a little research, if Pathfinder stats follow the same distribution as the real world, a 4 (bottom 1.5%) intelligence puts you at a 60 IQ I think.

That equates to max 3rd grade education, able to perform simple tasks without supervision.

That's not terrible and it fits with the idea of a big troll of a man who recently escaped from slavery. (I'm guessing escaped with help or through some circumstance that provided an opportunity)

I am thinking a strong hero from a tribal background with a slave occupation to start.


Are the rules online?


Ohhh, so many shiny players,

I will alter the Mutations, feats and skills to reflect telepathy :-)


Panic just sent you a PM.

Josh sounds good. I think i provided you some info for D20 modern rules. The only downside to low Int is your going to have negative penalty to skill points per level down to 1. 4 Int is -3 skill points per level. Playing a Feral or maybe even Tribal character would fit well with low intelligence.

I ping some other people I know that may be interested see if they bite as well.


Just in case you guys missed it in the survivors handbook the post apoc hero is also a starting base class as well as an option that can be used.


Stats:

Set 1
4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
4d6 - 1 ⇒ (1, 6, 5, 6) - 1 = 17
4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
4d6 - 3 ⇒ (3, 6, 5, 4) - 3 = 15
4d6 - 1 ⇒ (1, 3, 2, 5) - 1 = 10

Set 2
4d6 - 1 ⇒ (3, 1, 5, 5) - 1 = 13
4d6 - 1 ⇒ (3, 1, 2, 3) - 1 = 8
4d6 - 2 ⇒ (2, 5, 2, 5) - 2 = 12
4d6 - 1 ⇒ (1, 1, 4, 4) - 1 = 9
4d6 - 2 ⇒ (5, 2, 4, 5) - 2 = 14
4d6 - 1 ⇒ (1, 3, 2, 4) - 1 = 9


w00t looks like we will have the 4+ players by mid weekish!


Mutant defect rolls
1d100 ⇒ 31
1d100 ⇒ 61
1d100 ⇒ 45
1d100 ⇒ 70
1d100 ⇒ 66
1d100 ⇒ 12


Yeah, not being able to get a single skill rank in anything before level 9 is a serious drawback.

I don't know if I could go with that long term.


Josh min will always be 1 so basically 1 skill point per level depending on class i guess but would definitely lower your skills a lot.

Like i said you can do a second set of rolls and see what it shows. Having low Cha is not always a bad thing sometimes to :) You just won't be the face of the group.


Cash starting: 6d6 ⇒ (5, 6, 3, 4, 2, 1) = 21


The crunch is updated and here is the fluff. If I can answer any questions please let me know :-)

Background:

Hidden in the big rocks west of Tradelands and north of Trader Pass is Navarre’s home; where his fathers, fathers, father first flew. The humans called it the ‘Mesa Verde National Park’ back before the big boom. When the end came, many people that were in or near the park, went and hid in the houses and caves of Mesa Verde. The visitors, employees, locals and aboriginals all became one tribe, learning from each other as they survived the apocalypse.

Those who survived the radiation were changed by it, becoming like the arthropods that survived there in the desert with them. They turned their back on the human society that nearly destroyed them. Living separately and secretly for many years, the insect-like mutant tribe of ‘the Verde’ became strong, breeding mostly ‘third generation’ mutants.

More than a generation ago, when the Elders learned that others had survived, and trade had started moving through what is now called the Tradelands and Trader’s pass, they had a realization. They could provide guides for the trade routes which would guarantee goods could come to ‘The Verde’ while it’s location could be kept secret. So, those with the skills became guides helping move goods across the barren wasteland.

It was into this setting that Navarre was sent. For years The elders of ‘The Verde’ had heard of the “Wastelords” raiding and pillaging with impunity. Every year getting closer and closer to their hidden enclave. When the Elders learned through telepathy of the secret “Alliance of Three Towns” they wanted both to help the alliance against the raiders and to be secretly informed of the events first hand. So, they sent a promising, but ultimately expendable, young guide as their eyes and ears. Navarre, understanding both the risks and rewards, was happy to volunteer for the hazards, long term mission.


Appearance:

Navarre is a prime example of the mutations that have aided ‘the Verdians’ to survive. At five foot six he’s big enough and strong enough to use the weapons and tools of the old age, but light and lithe enough to take full advantage of his wasp-like wings. Able to hover and fly well enough to negotiate the cliffs surrounding his home. His blue-violet bioluminescent skin casting an electric blue light, enabling him to see clearly in the dark without technological aid. Also, serving as a beacon that he is guiding on the trail in the dark. His features are crisp and clean, chiseled by his near-exoskeleton skin. His small nose and thin lips contrasted by his larger red eyes. Some are disturbed by the blue antennae growing from his scalp so he generally keeps them tucked in his shock of black hair or under a sombrero. He has learned to eat alone or only with those who know him well, because the appearance of mandibles from someones mouth is apparently disturbing to some creatures.

clothing and gear:
I’m having a little difficulty with the purchase list. He rolled 180 cp. And has purchased a FA Casull with a Hip Holster and a whip and cleaver for a total of 165 cp. I didn’t find ammunition, so I need to calculate that and food and water into the purchasing. I was hoping that his clothing could reflect a more basic southwestern style; home spun clothes, leather sandles, sombrero, poncho and possibly a bandana. Also, I would like to purchase chalk and a small slate board to hang around his neck for him to write on and possibly a tarp to sleep under.


Navarre I love it.

I found chart for Ammunition in the Savage Worlds edition of DW. Go figure they left it out in the d20 version. Here is link to costs for ammunition will also post it in the campaign info for easy review.

Ammunition


How goes the finishing up of wastelands? I know Warsaw just about done and Navarre is. Josh? DBH? King? Still with us? :)


I'm nearly all done, I'm still wavering on mutations or not? The drawbacks really put me off taking one or two.


well you get to roll 2x the number of mutations you take and pick which you want so not THAT bad :)


So if I wish to take Accelerated white blood cell activity?

Drawback: 1d100 ⇒ 14
Drawback: 1d100 ⇒ 64

My choices are being retarded or crippled?

I'll pass on having any mutations.


So consider taking two and roll two more 'defects'

You can always change your mind :-)


Defect: 1d100 ⇒ 31
Defect: 1d100 ⇒ 41

Crippled or dying, yeah I definitely will pass. I know there are some non-destructive defects in the table. I just never get them.


Some of them are not AS bad as you make them out to be :)

14 = Atrophied Cerebellum
64 = Neuro-Fibromatosis
31 = Brachydactyly
41 = Cystic Fibrosis


14, 64, 31. These all negatively effect my character. He's a Smart hero, Repairman. Losing mental stats and dex is bad for him.

41? Con checks to do anything tiring or dangerous? Maybe he can stay at home nice and safe.

I'll stick with being boring and normal.


Well at least being normal you can be healed with medication without any chance of failure.


We are still hiring more wastelanders for the game. Just getting started here!


Sorry I'm so slow, this week has turned into a real nightmare timewise. Surprise appointments keep hitting me just when things look to calming down.


stats:

Set 1
stats: 4d6 ⇒ (1, 2, 1, 3) = 7
stats: 4d6 ⇒ (5, 1, 4, 2) = 12
stats: 4d6 ⇒ (2, 6, 5, 4) = 17
stats: 4d6 ⇒ (5, 5, 3, 2) = 15
stats: 4d6 ⇒ (2, 4, 3, 3) = 12
stats: 4d6 ⇒ (6, 2, 3, 4) = 15

Set 2
stats: 4d6 ⇒ (5, 1, 1, 6) = 13 = 12
stats: 4d6 ⇒ (6, 4, 4, 2) = 16 = 14
stats: 4d6 ⇒ (5, 5, 1, 1) = 12 = 11
stats: 4d6 ⇒ (1, 6, 5, 3) = 15 = 14
stats: 4d6 ⇒ (3, 4, 2, 2) = 11 = 9
stats: 4d6 ⇒ (1, 6, 3, 5) = 15 = 14


Welcome Brett. You should have the info in your PM now. Pick your background, occupation, base class. Roll for starting corrium, buy what you want and get rolling. Saw your not doing mutations so no needs to roll there :)


Interesting concept, going to see if I can patch together an idea!

Rolls:

4d6 ⇒ (6, 6, 1, 5) = 18 = 17
4d6 ⇒ (6, 1, 2, 3) = 12 = 11
4d6 ⇒ (5, 4, 5, 2) = 16 = 14
4d6 ⇒ (5, 6, 5, 2) = 18 = 16
4d6 ⇒ (3, 5, 3, 6) = 17 = 14
4d6 ⇒ (3, 5, 5, 4) = 17 = 14

Nice!


nice rolls! We started up but you can jump in as we JUST started :)


Hmm, trying to figure out a concept/role. Looks like the group lacks a face, and a healer. Could combine for an interesting character. Let's see.

Background: Visionary Reinventors
Occupation: Healer
wealth: 6d10 ⇒ (7, 5, 4, 9, 5, 8) = 38 x10 = 380cp

Now to figure out which base class is better, Apocalyptic Hero or Dedicated.


mutation defect: 1d100 ⇒ 84 - Sensitivity
mutation defect: 1d100 ⇒ 90 - Skeletal Deterioration
mutation defect: 1d100 ⇒ 75 - Photosensitivity
mutation defect: 1d100 ⇒ 5 - Adrenaline Deficiency
mutation defect: 1d100 ⇒ 44 - Deafness
mutation defect: 1d100 ⇒ 84 - Sensitivity

ok, need to figure out how three of those will play into my character.


Been going back and forth on base class, and in deciding on Dedicated over Post-Apoc, I am going to switch my occupation to Merchant as opposed to Healer (which was intended to round out Post-Apoc). This will help with the social skills necessary, rather than having to multi-class down the road.

wealth: 8d12 ⇒ (9, 6, 6, 2, 3, 8, 9, 9) = 52


Got sidetracked Caps. Will look into a build this week as I need to look through the rules in the books which I have not seen in quite some time!


no worries just getting this one started so can jump in almost any time. If you have a concept just create an avatar and post when you can and can finish up char as we go.


Alright.

4d6 ⇒ (2, 6, 3, 2) = 13 = 11 - Charisma - 7
4d6 ⇒ (6, 5, 3, 3) = 17 = 14 - Wisdom
4d6 ⇒ (6, 4, 2, 6) = 18 = 16 - Intelligence
4d6 ⇒ (2, 4, 3, 4) = 13 = 11 - Dexterity - 8
4d6 ⇒ (6, 6, 5, 3) = 20 = 17 - Strength - 20
4d6 ⇒ (6, 5, 6, 5) = 22 = 17 - Constitution - 20

That's about the best the dice roller has ever given me.

10 HP + Con.

Action Points - 5.

Going with Tribal Background - Tough Hero - Occupation Healer

Language Unislang.

Permanent Class Skills - Treat Injury, Craft Pharmaceutical, Spot.
Climb, Concentration, Craft (Mechanical - Structural), Drive, Intimidate, Knowledge Current Event, Pop Culture, Streetwise, Read/Write Language, Ride, Speak Language, Survival.

Primitive Technology PLUS JuJu Medicine.

Free Masterwork Archaic Weapon - Large Greatsword 3d6 19-20 CRIT. 1st Level Feats: Archaic Weapon Proficiency & Improved Initiative.

BAB 0 - F +1/ R 0 / W o.

Defense Bonus +1.

Talent: (Unbreakable) Remain Conscious

Starting CP 6d10 ⇒ (10, 6, 10, 4, 3, 2) = 35 350 = -240 Large Chain Shirt +5 AC

250 in town + 2 JuJu Potions.

Mutation - Gigantism x3.

Random Defects 1d100 ⇒ 77 OR 1d100 ⇒ 69 - Phobia.
Random Defects 1d100 ⇒ 79 OR 1d100 ⇒ 23 - Bizarre Pigmentation.
Random Defects 1d100 ⇒ 58 OR 1d100 ⇒ 15 - Atrophied Cerebellum.


Got spots open for a few more wastelanders for ongoing game.


Interested!

Have loved DW since it came out.... will try to figure out a concept shortly...


The group lost their future Juju Doctor/Barbarian that I am running right now until this first part of adventure is over. Or may just keep him NPCed or let someone else run him for the entire life of this game havn't fully decided yet.


New guys will be starting at level 2, 2000xp. We do max hp's each level.


Set 1
4d6 ⇒ (3, 6, 5, 2) = 16 - 2 = 14
4d6 ⇒ (2, 2, 6, 5) = 15 - 2 = 13
4d6 ⇒ (1, 4, 3, 3) = 11 - 1 = 10
4d6 ⇒ (4, 4, 1, 1) = 10 - 1 = 9
4d6 ⇒ (5, 6, 3, 4) = 18 - 3 = 15
4d6 ⇒ (5, 2, 2, 5) = 14 - 2 = 12

Set 2
4d6 ⇒ (2, 1, 1, 4) = 8 - 1 = 7
4d6 ⇒ (3, 5, 3, 4) = 15 - 3 = 12
4d6 ⇒ (4, 4, 2, 1) = 11 - 1 = 10
4d6 ⇒ (4, 3, 1, 5) = 13 - 1 = 12
4d6 ⇒ (3, 5, 4, 5) = 17 - 3 = 14
4d6 ⇒ (6, 1, 5, 1) = 13 - 1 = 12

I think the first set works better. :)

Liberty's Edge

I just saw this! Is this full?


Qstor wrote:
I just saw this! Is this full?

No, no it is not...

Liberty's Edge

Great...I'd like to join. :) I'm a big Darwin's world fan.

Are you doing 4d6 drop the lowest..place anywhere for stats?

4d6 ⇒ (3, 5, 1, 1) = 10
4d6 ⇒ (4, 6, 2, 1) = 13
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (4, 6, 4, 4) = 18
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (1, 4, 3, 3) = 11
4d6 ⇒ (5, 2, 6, 4) = 17

2nd set

4d6 ⇒ (5, 4, 6, 2) = 17
4d6 ⇒ (6, 6, 2, 2) = 16
4d6 ⇒ (4, 4, 6, 1) = 15
4d6 ⇒ (1, 5, 1, 2) = 9
4d6 ⇒ (5, 1, 4, 6) = 16
4d6 ⇒ (1, 1, 2, 4) = 8

how are you doing mutations?


You can pick up to 3 mutations but have to roll for your deformities. You roll 2 times for each mutation you pick and pick the ones you want from those deformities. And yes you did the rolling correct!


You can PM me if you have any specific questions as well. New chars starting with 2000xp level 2.

thanks!

Liberty's Edge

ok I'll take sensitive sight.

deformity: 1d100 ⇒ 59

deformity: 1d100 ⇒ 6

I'll take Immune system abnormality

PC Strong hero:

Turgo
human Strong hero 2
(tribal occupation guide)

Init +1; Senses low light vision, Spot +3
--------------------
Defense
--------------------
Defense 14, touch 12, flat-footed 12 (+2 armor +2 Dex)
hp 20
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk greataxe +6 (1d12+4) or
club +4 (1d6+2) or knife +4 (1d4+20
Ranged composite longbow +9/+4 (1d8+2) or
hand axe +4 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 7
Base Atk +2; Grp +4
Feats Armor Proficency (light), Archaic Wepon Prof., Primative Techology, Track, Weapon Focus (greataxe)

Skills Navigate +3, Ride +3, Search +3, Spot +3, Survival +6
Languages Unislang, Trade
leather armor, Weapons -
compound longbow, greataxe, knife, club, handaxe
backpack, rope (150 ft), sleeping bag, waterskin cp 75

mutation sensitive sight, deform Immune system abnormality

Did you have the broken and the lost? can I buy the ostrich type creature as a mount? I'll check my copy at home. I'll finish it up after I look at the pdf. I can't find my hard copy of that if it's OK.


Yes all the books are available for use. You new guys will be starting at Dry Fort preparing for what you believe to be a battle with the Wastelords. The current players are making their way to that location now through some evil vile sand place :)

Liberty's Edge

ok the fraxx was too expensive.

Is the PC ok?

There was no waterskin or canteen on the equipment list but I added one for my PC. I took average chromium pieces.


Nice Qstor, I too am in Balt, MD area so that is cool. Look forward to when we get you into game.

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