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![]() Riuk, watch the short video I linked two posts back. That video was made solely for a pen and paper game! It may get you looking at the grimmer side of the apocalypse, but hey, nobody said the world ending was fun and games! Thoughts on the second table, those who are interested? I also have a book that details post-apocalyptic California, with a focus on San Francisco. ![]()
![]() Like I said, it's just panic attacks and I have some medication for them now. The first two days were rough, but I'm fine now. Sorry to hear about the GMs bailing on you, by the way. I'm not a bailer, though most weeks I will miss a random day when my girlfriend just decides she wants to do something. Unless it is extraordinary circumstances, such as the whole ER thing, I will inform everyone of my absences. Since the ER did not allow cell phones to be on and I slept a lot on that Lorazepam when I first got it, I didn't post. ![]()
![]() Ok everyone, sorry about that wait! I had to make a trip to the ER a few days ago due to feeling very odd and such. I initially thought it was something very serious, but apparently, due to my sleep schedule, the doctors have said that I have developed panic attacks. Mine was severe enough where it shot my blood pressure up to 178/105 and my heart rate up to 107. After being put through a few tests, they told me that it was panic attacks. I am fine now though and have some medication for it, Lorazepam I believe is the name. I will make selections in a day or so, while everyone finishes up their characters. To answer everyone's questions: Getting the Fallout 4 Pipboy Edition, as it is just plain awesome and would make for some great cosplay! And yes, men cosplay too. :P Gestalt and a modified E6 are the rules we are using! For the second table, I have a few ideas about what to do with it. One is that the PCs start in a Judge Dredd-esque Mega City, probably in California, that has been isolated from the Wastes for centuries, only to have disaster strike. Another idea is one based on Mutant: Zero Year's setting and have a campaign that is at once grim, gritty, and gonzo all at once, set in ruined New York City where radioactive rain still falls to sear unprotected flesh, mutations are rampant, and the few bastions of civilizations left, repurposed buildings called Arks by the citizens, are plagued by infighting. Another is a post-apocalyptic campaign set in New Orleans, which would lean on the gonzo side with Ghoul Bokors, mutated crocodile-men savages living in the swamps, and possibly Greys who have come to collect some samples. Another is a classic wastelands game set in Nevada, but with several twists and a Fallout: New Vegas feel, with some Wild Wasteland moments. These are just a few of the ideas for the second table. The Perk list is going to be available in 1-2 days. Does everyone have access to Google Drive? If not, I can e-mail you both the document on Perks and the spreadsheet on new weapons and armor. Just PM me and let me know if you are going with the latter option. Vanessa, that will work with the dog! "BEHOLD, MY PSYCHIC BRAIN DOG... OF DOOM!" Mortem, that is fine on the arm cannon. TheRiverOcean, I am perfectly fine with the Moonshiner. The Broken Earth Player's Guide has a Alchemist archetype that, if I recall, deals with narcotics and superdrugs. Phoenix Hunter, no worries! I've had to deal with the whole ER scare the past few days, so I know how it is. Are you wanting the Android or the Synth? Jade, the RGG Investigator is approved for PC use, as are the rest of the Anachronistic Adventurer lines from from RGG. Here's something else to get everyone in the mood for a post-apocalypse game! ![]()
![]() I will be closing recruitment on Sunday, but I WILL be doing two tables of PCs! The second table will be set in the 'classic wasteland' area that stretches from California to Utah. I will be opening a second, semi-closed recruitment for this so that you can get a better idea of the area-specific lore and such, plus so you can get the rub on the extra races available. If everyone could post preferences about which table you would want to be in or just post that you have no preference, please let me know. JonGarret, feel free to add the Ballistic property to the cannon! I don't know why a cannon wouldn't be treated as such.
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![]() Vanessa Ares, no, it would be the altered rules above. It would allow PCs to still be deadly and would keep their option expansion going each level, but they would be squishier than a normal fantasy character. That's the main part that appeals to me about E6 is that it keeps PCs from surviving 10 headshots in a row. It helps make the game more dangerous, but without making the campaign a game of rocket tag. Or, to use a Fallout analogy, it doesn't create a 'The Courier with the Esther Mini Nuke Launcher from the Gun Runners Arsenal versus the Deathclaw Mother from the Quarry after you killed her babies with your sniper rifle'-type situation. That's an ugly situation, for those without reference! Jonny...Panic, I mean more mainstream civilian firearms. Military-grade and above is available as such: regular military grade weaponry is open to those who have proficiency with martial weapons and things above that, such as experimental weapons, will require their own proficiencies unless otherwise noted. JonGarret, I see you have the Broken Earth PHP, if not the actual setting itself! If you have the latter, stay away from the GM section, as I will be mining it for ideas occasionally.
I think people are going to like the Perks! I am breaking down some of my old Darwin's World classes and making their abilities into Perks as well. I believe that people will be pleased with these, for they range from solid passive bonuses, to flavorful option-openers, to crafting Perks that yield unique and powerful weapon crafting options, to nice activated abilities. With things like, as a 12th level Perk available only to those with the Doctor Background, being able to take the 'Hand of God' Perk and have a chance to perform one of those 'almost a miracle it was so improbable'-type resuscitations on a fallen character has been dead less than thirty minutes and is still mostly intact. ![]()
![]() IMPORTANT STUFF: READ HERE BEFORE READING THE REST OF THE POST!
I am considering, if people are interested, making this an e6/gestalt campaign, assuming that EVERYONE is on board with the notion! Basically, after 6th level, characters would still gain levels and pertinent class abilities, but would only gain a few points from their HD, probably around 1/4 of their normal max HP that could be gained for a new HD. This would increase options, but would not increase survivability. There would be no such thing as 1,000 EXP levels though. Thoughts? This is just a random idea, not a concrete game rule as of yet. Where would everyone like the second table to take place? USA, not the USA, ect.? I can provide more info on the other nations if people want an atypical post-apocalyptic setting. --------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------- I think my favorite DLC for Fallout 3 was Point Lookout. Let's face it, mutant rednecks with double-barreled shotguns, a ghoul with a chip on his shoulder, an actual creepy Lovecraft-esque sidequest, a much different terrain than is usual for post-apocalyptic scenarios, a talking psionic brain, old mansions, a hallucinogen-induced dream quest and more just made it so awesome! As for Fallout New Vegas, despite Joshua Graham being my favorite character on FO:NV, I think that Dead Money and Old World Blues were my favorites, Dead Money for being extremely difficult on the harder difficulties with hardcore mode turned on and Old World Blues for the gonzo factor and the power of SCIENCE!!! Regarding Fallout 4, I hope that androids are a player option, since the game is apparently taking place in Boston, which is where the Commonwealth is. I will list a few perks tomorrow to give people a very good idea of the general power level they have. Riuk, it's funny you should ask about Simian limbs. While they are normally almost-human in appearance and function, you can take a Perk at 1st level to retain their dextrous simian nature.
Frank Teton, every playable race can swim, though whether each INDIVIDUAL can is a matter for debate. Vanessa Ares, not sure what you mean. It's not quite as mature as The Hills Have Eyes 1 and 2, but it is most definitely Fallout-level mature.
As for Rexxy's stats, wait on the Man's Best Friend Perk tomorrow, as it is one of the sample ones that I will be previewing! Venturea Luminass, thanks for the links! I believe that I will be converting some of those abilities from the classes into Perks! ![]()
![]() Riuk, do you have all the DLC? I LOVE Fallout 3 and Fallout New Vegas' DLC! If you have any, which is your favorite? Guadelupe Angel Vega de Moreno, yes, you may craft/sell drugs. This IS a Fallout-style campaign and I intend to include every unsavory aspect of it, from cannibalistic tribals, to drug peddlers, to a lot more in between. Frederick Kleinhammer, Wright Town serves any and all. It's a true capitalist community where even the most hideous or gruff person is tolerated, so long as they abide by town rules and have some coin of course!
Newbienice, that sounds about like Scrap City. To give you an idea, it's kind of like competing gangs that manage to stay, most of the time at least, out of direct conflict, having a 'gentleman's agreement' to stay out of other gangs' turf. There are exceptions, however, and these groups are often the worst of the bunch. Vanessa Ares- S1T1, DR/Magic is described in a previous post regarding changes. Basically it stops most physical damage, save for energy, antimaterial, explosive, ect. Think what Kevlar vests can stop and you get a good idea on what DR/Magic covers.
The PCs here are so good that I might honestly open another table and simply change the location to avoid overlapping campaigns! And, for those worried about this, rest assured that I once GM'd 9 games simultaneously and that the only reason they were dropped is because one campaign had a problem character who killed another PC character in their sleep for their gold and then had the audacity to report the campaign that he was in for 'banned content'. The campaign in question was Paizo's Porphyry House Horror, their sealed adventure within an old Dungeon Magazine that utilized material from the Book of Vile Darkness of 3.X, which led to me getting banned from that particular website and my campaigns disbanded. ![]()
![]() Vanessa Ares, look at this:
I wrote: Have people decided on a Background yet? I am not revealing Perks just yet, because I am tweaking a few, but most are well-balanced (Except for Capstone Perks, because let's face it, if the campaign hits 20th level, people might be running around with RPGs, gatling guns, laser rifles, anti-tank rifles, and such, so 20th level Perks should be quite strong!) and flavorful. Many are Background Neutral and will doubtless remind Fallout fans of the series' Perks, but there are several that are Background-specific and will be slightly stronger than the generic ones. Still, grabbing a new ability every level should allow for VERY customized characters! As for your question about the Cyberdog, are you willing to put a few Perks into the progression? That trait is a little OP, but I will accept it, as it revolves around crafting, which will be important.The campaign takes place roughly 100 years after the Great War. This is enough time for the mutant animal species to propagate, as well as enough time for societies to gradually rebuild, but still a short enough time where radiation is still quite a threat in some areas, as well as it being a short enough time where those who were kids when the Great War began may have survived into their twilight years, at least in the Iron Shelter. ![]()
![]() Regarding Hero Points, there are 3 available that MAY ONLY BE USED TO CHEAT DEATH. Regarding gestalt, I will let the final group vote on whether or not to add gestalt as part of character creation. Have people decided on a Background yet? I am not revealing Perks just yet, because I am tweaking a few, but most are well-balanced (Except for Capstone Perks, because let's face it, if the campaign hits 20th level, people might be running around with RPGs, gatling guns, laser rifles, anti-tank rifles, and such, so 20th level Perks should be quite strong!) and flavorful. Many are Background Neutral and will doubtless remind Fallout fans of the series' Perks, but there are several that are Background-specific and will be slightly stronger than the generic ones. Still, grabbing a new ability every level should allow for VERY customized characters! ![]()
![]() Unamatrix Zero, it depends on what you select at the start of the game. True to the Fallout vibe, every character will have an 'intro scene' that each PC plays out, exploring a few elements of the game and their community to get a feel for things, then things 'fast forward' a bit to the point where everyone meets. Along the way, characters will acquire equipment and gain some EXP, which I know that everyone will appreciate. These scenes will be relatively short, but will all provide a way to tie together stories without feeling contrived and will allow characters to grow their personality apart from the others. Frank Teton, I have answered said question. Look above under the campaign description. All firearms, save the most exotic ones, are considered martial weapons! Oh and firearms are much deadlier in this campaign. Wait until you see stats for things like sniper rifles and weapons with burst fire! Sweet heaven, burst fire weapons are ridiculous! Autofire is even better for mowing down a horde of enemies, because it targets an AREA! I love my Broken Earth book! Vanessa Ares, nice! Have you played Fallout: DUST yet? That mod is awesome. It's a post-apocalypic murderhobo's wet dream! Ventura Luminass, the point buy is under the campaign description. I forgot to add it, oddly enough. Also, Unamatrix Zero is referring to Dogmeat the Dog from Fallout. ![]()
![]() Unamatrix Zero, yes, it is quite possible to have that scenario occur. Psionic power lies solely within the brain, not any other organ. Alternately, you could be a Synth that just has advanced technology that mimics it with strange internal devices, a recent creation by a hidden organization who seek to use psionics as a tool. ![]()
![]() Frederik Keinhammer, so you're the classic survivalist then? Qunessaa, both of your options are viable. Clone Master/Internal Alchemist seems amazing for a Synth and Chirurgeon/Vivisectionist is not too gonzo because those are hours-long SURGERIES, not mystical Extracts, despite requiring them for the operation. Make sense? The Lion Cleric, understood! ![]()
![]() JonGarret, yes, Commonplace Firearms is the established level. Frederik Kleinhammer, not familiar with the system? You mean Pathfinder or PBP?
Cutlass, yes, it would be INT based and the Bard, Rogue, Alchemist, Gunslinger, Inquisitor, Ninja, Investigator, Slayer, and Swashbuckler all have it on their class skill lists. ![]()
![]() EVERYONE READ THIS INFORMATION! Ability Scores: Ability scores will be purchased using a 15 point buy, with the popular 1-1 purchase method, which is to say: all scores start at 10, before racial modifiers, and each point you put into an ability score raises it by a single point. You may, if you so desire, take up to 2 points from an ability score, gaining a similar number of points. Knowledge: Arcana is replaced with Knowledge: Technology. Knowledge: The Planes is replaced with Knowledge: Science Use Magic Device is replaced with Electronics, which allows you to hack computers, disable bombs, and similar things that involve electronics.
Jayson Essex, that refers to ANY checks regarding AIs, from social skills to Electronics checks to hack them. The Lion Cleric, Freaks and Synths both do not age. Well, Freaks do, they just mutate more as they age. JonGarret, you have no idea how much your name makes me think of the Garrett twins from Fallout: New Vegas! I will allow both of those PDFs, but I will need excerpts from Weapons of Machinesmith Destruction because I do not own it. ![]()
![]() Well, hello everyone and welcome to the recruitment for my Broken Earth campaign, a post-apocalyptic romp through the northern reaches of the USA, as well as the southern portions of Canada! To give you an idea about what this campaign is, it is a free-range sandbox with amazing roleplay, fast and brutal combat, the struggle against the environment, numerous existential questions, cool loot, AND a bit of kingdom building (Community Building). Does that sufficiently intrigue everyone? If so, check out the Campaign Information tab to get an idea of the setting and stuff. I'm sure that you will find it interesting! Now, before I begin the whole character creation spiel, let me run a few of things by you regarding the story: 1. You begin in whichever community you choose. Yes, this will make it more work on my part in the early game, but it will give you all a feel for the setting and make things much more organic with the roleplaying aspects. 2. You will need to have some reason to go to/be in Minnesota, for that is where the party meets up and is where a lot of awesome stuff is. If you cannot think of a reason why your character would be in Minnesota, I can help you figure out a reason, if that is all that is stopping you from completing your character. 3. Like most post-apocalyptic RPGs, Broken Earth can be pretty grim... like favorite NPC cut up and eaten by cannibalistic tribals grim. I don't oversaturate these types of campaigns with the material, but neither do I exclude it if it comes up. So you must be ok with rare bouts of grimdark material. As far as slotted players, only Sir Awesomesauce McSnazzlepants is slotted. He is playing a grim survivalist type who belongs to The Revealed and is a man of deep convictions with a deadly aim and a razor sharp mind, though not much in the way of social skills. So, without further ado, here is character creation! CHARACTER CREATION Starting Level: 3 Race: Human, Freak, Simian, or Synth
Simian Racial Information:
Simians are mutated chimpanzees that have obtained humanlike intelligence. Those who study the times before the Great War theorize that they might be a product of genetic engineering conducted by the US military, they might have descended from test subjects given memory enhancing drugs, or they might just be products of random post-war mutation. Most simians are
found on the east and west coasts of the United States, though a few have made their way to the central parts of the continent. Physical Description: Simians greatly resemble the great apes they descend from, though their hands and legs are more human-like and they are fully bipedal. Their bodies are covered with fine black hair, and they have brown eyes. They stand slightly shorter than humans, averaging just over five feet tall. Society: Simians are highly social and usually live in small close-knit communities. These communities typically have informal hierarchies where certain simians serve as leaders and protectors, and in return take first pick of the spoils. These hierarchies can be fluid, and a leader who makes bad decisions soon finds that other members of the community no longer listen to his orders. Simians are just as likely to live in ruined cities as forests. Relations: Most simians prefer to live in their own
Adventurers: In their adolescence and early adulthood, many
Names: Simians frequently give their children simple
Simian Racial Traits
Freak Racial Information:
Freaks
Radiation and genetically engineered viruses released during the Great War caused many mutations and monstrosities. Most of them quickly died, but a few lived and bred true. Humans have one such offshoot, the freaks. The term was initially given to them by those who hated and feared them, but they have come to embrace it as their own. Physical Description: Freaks average the same height as
Society: Freak society varies just as much as humans’. Some
Adventurers: Like so many in the wastes, freaks are often
Names: Most freaks follow human conventions for naming,
Freak Racial Traits
Synth Racial Information:
Leading up to the Great War many militaries, including the United States’, experimented with synthetic, techno-organic beings, commonly called synths. Synths were designed to work as intelligence gathering agents and assassins. They could duplicate a subject down to the genetic level, but with brains that could be programed to carry out any mission. Though classified as top secret, a few well-connected scientists were able to procure synth technology and use it for their own purposes. After the War, hundreds of synths remained in stasis, awaiting orders that would never come. Over the years, synths occasionally awaken. Sometimes they are programed with artificial memories, but other times they are blank slates, seeming to have amnesia. About half of all synths know their artificial origin, but an equal number believe themselves to be human.
Physical Description: Synths appear in all ways to be
Adventurers: In addition to the standard motives, synths
Names: When synths were first created, they were given
Synth Racial Traits
Classes: Barbarian (Lose or reflavor all SU Rage Powers), Bard (Lose spellcasting and the ability to make the Bardic Performance of suggestion, but gain full BAB and an extra number of Bardic Performance uses per day equal to your CHA modifier), Fighter, Monk (Replaces Abundant Step, and Diamond Soul with Bonus Feats. Timeless Body no longer halts the appearance of aging, but otherwise functions normally. Perfect Self just grants DR 7/-), Ranger (Use the Spell-less Ranger variant listed on the SRD), Rogue (Lose all access to SU Rogue Talents or Advanced Talents), Alchemist (All abilities become EX and are reflavored as science), Cavalier, Gunslinger, Inquisitor (Loses Spells and Domains, but gains full BAB), Ninja (See Rogue, but applies to Tricks and Master Tricks), Samurai, Brawler, Hunter (Loses Spells and Raise Companion, but gains full BAB), Investigator (See Alchemist for information on Formulae), Slayer (See Rogue for changes), and Swashbuckler.
HP: Maximum for every HD. Traits: 2, none of which deal with magic. Backgrounds: Doctor, Engineer, Historian, Hunter, Mercenary, Scavenger, Survivalist, Tribal. You pick your background based on your STORY, not what looks like the juiciest Perks. Starting Community: See Campaign Information Tab Starting Wealth: Special (Don't worry about this, there will be a 'select your equipment' type event at the game's inception.). EQUIPMENT: If someone can create a spreadsheet on a shareable document for your tired GM, I will set about putting together a massive list for you all of available weapons and armor. I will also list basic equipment later, like glowrods, hazmat suits, and such. |