| Michael Johnson 66 |
Urizen, the boards scored a nat 20 on your last post and swallowed it whole, and it must not be armed with a light piercing weapon to cut it's way out, but hovering cursor over where it says last post # min ago, I see that you asked if I'm on FB. Yes, I am, but there are probably 6 million Mike Johnsons (I go by Mike). I live in Bradenton, FL if that helps narrow it down! So you should only need to friend about a million Mike Johnsons LOL ...
Maybe your post will cut its way out after I post this ...
| Urizen |
Urizen, the boards scored a nat 20 on your last post and swallowed it whole, and it must not be armed with a light piercing weapon to cut it's way out, but hovering cursor over where it says last post # min ago, I see that you asked if I'm on FB. Yes, I am, but there are probably 6 million Mike Johnsons (I go by Mike). I live in Bradenton, FL if that helps narrow it down! So you should only need to friend about a million Mike Johnsons LOL ...
Maybe your post will cut its way out after I post this ...
It probably had more to do with being on the next page, too.
I'm sure I'll be easier to find. My link is in my Paizo Profile.
| Michael Johnson 66 |
Michael Johnson 66 wrote:You know ... he could be a statted iconic in your campaign setting. :PUrizen wrote:[spoken like Sloth from Goonies:] Frieeeend!
I'm sure I'll be easier to find. My link is in my Paizo Profile.
Yeah, he's definitely an altered human LOL! I'd say an enforcer, at least 5th level.
| Twin Agate Dragons |
Michael Johnson 66 wrote:You know ... he could be a statted iconic in your campaign setting. :PUrizen wrote:[spoken like Sloth from Goonies:] Frieeeend!
I'm sure I'll be easier to find. My link is in my Paizo Profile.
Sloth in Gamma World? For some reason I'm getiting flashbacks of Toxic Avenger.
| Michael Johnson 66 |
Urizen wrote:Sloth in Gamma World? For some reason I'm getiting flashbacks of Toxic Avenger.Michael Johnson 66 wrote:You know ... he could be a statted iconic in your campaign setting. :PUrizen wrote:[spoken like Sloth from Goonies:] Frieeeend!
I'm sure I'll be easier to find. My link is in my Paizo Profile.
LOL! Toxic Avenger popped into my mind more than once as I was designing the new breed avenger PrC. :D
| Michael Johnson 66 |
Starting Wealth:
Enforcer 5d6 x 10 domars
Esper 2d6 x 10 domars
Examiner 4d6 x 10 domars
Scout 4d6 x 10 domars
This puts enforcers on par with fighters (they need to be able to afford the best armor and weapons, as what they do relies on gear), espers on par with wizards (their powers are their armor and weapons), and examiners and scouts on par with rogues. Sound about right?
Auxmaulous
|
Starting Wealth:
Enforcer 5d6 x 10 domars
Esper 2d6 x 10 domars
Examiner 4d6 x 10 domars
Scout 4d6 x 10 domars
This puts enforcers on par with fighters (they need to be able to afford the best armor and weapons, as what they do relies on gear), espers on par with wizards (their powers are their armor and weapons), and examiners and scouts on par with rogues. Sound about right?
Those numbers look good, just make sure you can equip a character with all the basics appropriate to their class. I would still give every character one loot item roll -maybe tied to their tech level (as I suggested for humans and one artifact), could help round out any gaps in gear and ability when starting out.
I'm rethinking the costs for artifacts, especially vehicles, many of which are currently priced in the millions of domars (the equivalent of epic-level loot). Should I make them more affordable?
I would reduce the price, but I would probably require some kind of roll to acquire any of the heavy duty artifact gear (weap,armor, gear). GW I-III all had a status system, points you'd get for turning in gear and being able to use status to borrow gear. Not sure if you'd want to go that route -but millions of domars for vehicles is too high.
No community would even be able to credit a party which turns in that kind of gear, plus if you do allow loan outs (to save the community) no player would ever be able to reach that kind of credit line.
Just my two dahlers.
| Michael Johnson 66 |
I would reduce the price, but I would probably require some kind of roll to acquire any of the heavy duty artifact gear (weap,armor, gear). GW I-III all had a status system, points you'd get for turning in gear and being able to use status to borrow gear. Not sure if you'd want to go that route -but millions of domars for vehicles is too high.
No community would even be able to credit a party which turns in that kind of gear, plus if you do allow loan outs (to save the community) no player would ever be able to reach that kind of credit line.
Just my two dahlers.
Thanks, Auxmaulous. I was considering not pricing some of the bigger, badder vehicles (the ones currently priced in the millions), because they would likely be priceless, like artifacts in the D&D sense of the word. Who would ever part with a hovertank, for instance?
Your point about adventurers not being able to cash out a big vehicle makes good sense. No community in the Gamma Terra I envision would have millions of spare domars lying around to buy a hovertank, nor would they sell one to adventurers at any price -- it would be like trying to get the Navy to sell you an aircraft carrier! :D
Lesser vehicles (motorcycles, cars, trucks of the civilian variety) will be available for a hefty sum, but not as hefty as I currently have it.
Regarding random loot rolls for every character at 1st level, I think I'm going to limit that to the examiner after all, but I'm not 100% decided. Thanks for your advise, and if you think of anything else, let me know.
EDIT: On further consideration of your idea for random rolls for everyone at 1st level, it could make a good optional rule to include.
Auxmaulous
|
What I was suggesting about the personal loot -and this would be something I have going in my rewrite- is that they get gear appropriate to their starting PL for their + plus factor in if they are esper, enforcer, etc.
What I am currently doing is creating a PA loot table for each tech level (PL). So a low tech animal Examiner may get one roll on the PL1 equivalent generic table and maybe another roll for his core class - since he is an examiner maybe a roll on the PL2 table that covers tools/gear.
So these would all be PA loot items, items created after the war, some beat up hand me down artifacts and some cool post war improvised/modified gear. Just suggestions mind you, anything I post here is just to help you out, not trying to pull a “my way, your way” deal, this is your gig man.
So here would be the PA starting table break downs.
PL 1 Weapon loot table (spears, javelins, maybe a PL2 weapon on a 98-100)
PL 1 Gear table (survival gear, packs, bags, empty bottles, etc)
PL 1 Armor table (simple armor, or tools to maintain armor) (examiner)
PL 1 Food/Med table (could be anything no covered in gear, to actual tools, primitive herbal or gamma age meds, packaged food and water.)
Rinse and repeat with PL2 and PL3. Again some artifact gear (maybe damaged, broken or heavily used) but all PA stuff. Everyone gets a roll (or two) and the humans do the same they just do it on a better chart- that way you can keep the humans/tech legacy deal going.
Also once you get these tables laid out you can use them equip tribals, arks, searching a hut or PA dwelling or even wrecked cart on the side of the road, etc.
Again, just some suggestions.
| Michael Johnson 66 |
What I was suggesting about the personal loot -and this would be something I have going in my rewrite- is that they get gear appropriate to their starting PL for their + plus factor in if they are esper, enforcer, etc.
What I am currently doing is creating a PA loot table for each tech level (PL). So a low tech animal Examiner may get one roll on the PL1 equivalent generic table and maybe another roll for his core class - since he is an examiner maybe a roll on the PL2 table that covers tools/gear.
So these would all be PA loot items, items created after the war, some beat up hand me down artifacts and some cool post war improvised/modified gear. Just suggestions mind you, anything I post here is just to help you out, not trying to pull a “my way, your way” deal, this is your gig man.
So here would be the PA starting table break downs.
PL 1 Weapon loot table (spears, javelins, maybe a PL2 weapon on a 98-100)
PL 1 Gear table (survival gear, packs, bags, empty bottles, etc)
PL 1 Armor table (simple armor, or tools to maintain armor) (examiner)
PL 1 Food/Med table (could be anything no covered in gear, to actual tools, primitive herbal or gamma age meds, packaged food and water.)Rinse and repeat with PL2 and PL3. Again some artifact gear (maybe damaged, broken or heavily used) but all PA stuff. Everyone gets a roll (or two) and the humans do the same they just do it on a better chart- that way you can keep the humans/tech legacy deal going.
Also once you get these tables laid out you can use them equip tribals, arks, searching a hut or PA dwelling or even wrecked cart on the side of the road, etc.
Again, just some suggestions.
Would you mind posting your tables here when you finish them? I might adapt them to this project once I can really look over the specifics. Thanks again for your interest and suggestions, Auxmaulous. Even though this is "my gig", I see that it is kind of becoming a community project, and definitely for the better! :D
| Sketchpad |
Heya Michael ... by any chance could I get a copy of it in MS Word? I was toying with the idea of doing some formatting :)
Thanks, Sketchpad! I only have it as MS Word doc and pdf. I'm just a simple caveman, and pretty gimpy when it comes to converting docs, but if it isn't too difficult to do, and you give me step-by-step instructions, I'll be happy to give it a try.
| Michael Johnson 66 |
Heya Michael ... by any chance could I get a copy of it in MS Word? I was toying with the idea of doing some formatting :)
Michael Johnson 66 wrote:Thanks, Sketchpad! I only have it as MS Word doc and pdf. I'm just a simple caveman, and pretty gimpy when it comes to converting docs, but if it isn't too difficult to do, and you give me step-by-step instructions, I'll be happy to give it a try.
Sure, Sketchpad. I'm still editing/revising it, and should be done by the end of this month. I can send it as is, of course, or if you can wait for a bit, I'll send it to you when I'm done revising.
I'm not sure what the most secure way of getting it to you would be. If you are okay with posting your e-mail address, I'll e-mail it. Or, I could publish it as a google doc, and post the link here. Just let me know what you are comfortable with. Thanks for your interest! :D
EDIT: BTW, I checked out your profile, and I see that you were born with art supplies in hand! If you feel inclined to donate some original post-apocalyptic illustrations to spice the doc up, I would be most appreciative and would make certain to credit you for it! (But I also appreciate that you might not have the time to work for free, especially as I see you are also a family man; just putting it out there!)
| Sketchpad |
I can wait for the editing to be done ;) I may actually doodle up a few pics for the species and classes if I have a few ;) Thanks for sharing this awesome project with us :D
Sure, Sketchpad. I'm still editing/revising it, and should be done by the end of this month. I can send it as is, of course, or if you can wait for a bit, I'll send it to you when I'm done revising.
I'm not sure what the most secure way of getting it to you would be. If you are okay with posting your e-mail address, I'll e-mail it. Or, I could publish it as a google doc, and post the link here. Just let me know what you are comfortable with. Thanks for your interest! :D
EDIT: BTW, I checked out your profile, and I see that you were born with art supplies in hand! If you feel inclined to donate some original post-apocalyptic illustrations to spice the doc up, I would be most appreciative and would make certain to credit you for it! (But I also appreciate that you might not have the time to work for free, especially as I see you are also a family man; just putting it out there!)
| Michael Johnson 66 |
I can wait for the editing to be done ;) I may actually doodle up a few pics for the species and classes if I have a few ;) Thanks for sharing this awesome project with us :D
Michael Johnson 66 wrote:
Sure, Sketchpad. I'm still editing/revising it, and should be done by the end of this month. I can send it as is, of course, or if you can wait for a bit, I'll send it to you when I'm done revising.
I'm not sure what the most secure way of getting it to you would be. If you are okay with posting your e-mail address, I'll e-mail it. Or, I could publish it as a google doc, and post the link here. Just let me know what you are comfortable with. Thanks for your interest! :D
EDIT: BTW, I checked out your profile, and I see that you were born with art supplies in hand! If you feel inclined to donate some original post-apocalyptic illustrations to spice the doc up, I would be most appreciative and would make certain to credit you for it! (But I also appreciate that you might not have the time to work for free, especially as I see you are also a family man; just putting it out there!)
My pleasure, sir! :)
| Michael Johnson 66 |
UPDATE: Finished editing costs of Equipment and Cybernetics, added more info to Craft [mechanical] about crafting and repairing cybernetic attachments, added cybernetics-related feats that were missing (Cybersurgery, Cybertaker, etc.), added Powered Armor Proficiency, and a few other minor edits (fixed typos, etc.).
Next step will be editing costs of vehicles, and then the core rules doc should be done, barring any other discoveries of errors, omissions, etc.
I think I will leave the costs of robots as is, as being able to build your own robot companion should either be restricted to examiners or very expensive.
| Michael Johnson 66 |
Here is a PrC for NPC villains, the knight of genetic purity:
KNIGHT OF GENETIC PURITY
Role:
Alignment: Any non-good. The tenets espoused by the Knightly Order of Genetic Purity are odious to those of good alignment. The majority are lawful evil, guided by uncompromising dogma and pursuing their goal of genetic cleansing with rigorous military discipline.
Hit Die: d12.
REQUIREMENTS
To qualify to become a knight of genetic purity, a character must fulfill all of the following requirements.
Genotype: Pure strain human.
Base Attack Bonus: +6.
Skills: Handle Animal 5 ranks, Ride 5 ranks.
Feats: Mounted Combat.
CLASS SKILLS
The knight of genetic purity’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the knight of genetic purity prestige class.
Weapon and Armor Proficiency: New breed avengers are proficient with all martial and simple weapons, and with all armor and shields (including tower shields).
Bonded Steed: A knight of genetic purity receives a special steed upon induction into the order. (The Knightly Order of Genetic Purity trains and keeps a sufficient stock of such steeds in large stables at each of their strongholds.) A knight of genetic purity may choose any of the creatures listed in the Bonded Steeds section below. This steed is a loyal steed that accompanies the knight of genetic purity on his adventures. Unlike normal creatures of its kind, a bonded steed’s Hit Dice, abilities, skills, and feats advance as the knight of genetic purity advances in level. If a character receives a bonded steed from more than one source, his effective knight of genetic purity levels stack for the purposes of determining the statistics and abilities of the steed.
If a knight of genetic purity releases his bonded steed from service, or if it perishes, he may gain a new one by request at a stronghold of the Knightly Order of Genetic Purity (typically located in lands dominated by pure strain humans, where the Order is most likely to be endorsed, or at least tolerated).
Detect Mutant: A knight of genetic purity has an intuitive ability to detect altered humans, even if their mutations are not obvious to normal observation.
At will as a move action, a knight of genetic purity can concentrate on a single individual within 60 feet and determine if it is an altered human. For each additional move action spent concentrating on an altered human, a knight of genetic purity can detect one major or minor mutation possessed by the subject.
While focusing on one individual, a knight of genetic purity cannot detect mutations (except those that are obvious to normal observation) in any other individual within range.
Smite Mutant: A knight of genetic purity can focus his hatred of altered humans into devastating attacks against them. Once per day as a swift action, a knight of genetic purity can choose one target within sight to smite. If the target is an altered human, the knight of genetic purity adds his Charisma bonus (if any) to his attack rolls and adds twice his knight of genetic purity level to all damage rolls made against the target of his smite. (For example, a 5th-level knight of genetic purity with a 15 Charisma gains a +2 bonus on attack rolls and a +10 bonus on damage rolls when using this ability against an altered human target.) Regardless of the target, smite mutant bypasses any DR the target might have.
In addition, while smite mutant is in effect, the knight of genetic purity gains a deflection bonus equal to his Charisma bonus (if any) to his AC against attacks made by the target of the smite.
If the knight of genetic purity targets a creature that is not an altered human, the smite is wasted with no effect.
The smite mutant effect remains until the target of the smite is dead or until the next time the knight of genetic purity rests and regains his uses of this ability.
At 4th level, and at every 3 levels thereafter, the knight of genetic purity may smite mutant one additional time per day, as indicated on the table below, to a maximum of 4 times per day at 10th level.
Bonus Combat Feat: At 2nd level, the knight of genetic purity gains a bonus combat feat. He gains another bonus combat feat for every 3 levels above 2nd (at 5th and at 8th level).
Pure Blooded: At 2nd level, the knight of genetic purity becomes a model of health and physical resilience. He gains a +1 bonus on saving throws to resist disease, poison, and radiation sickness.
This bonus increases by +1 for every even level above 2nd (+2 at 4th, +3 at 6th, +4 at 8th, and +5 at 10th level).
Mounted Weapon Bonus: At 3rd level, the knight of genetic purity gains a +1 competence bonus on his attack roll when wielding a lance or any kind of sword while mounted.
This bonus increases by +1 for every 3 levels above 3rd (+2 at 6th and +3 at 9th level).
Resist Mutation: At 4th level, the knight of genetic purity becomes harder to affect with mutations. He gains a +2 morale bonus on saves made to resist the effects of mutations that allow a saving throw. This bonus increases to +4 at 8th level.
Deadly Charge: At 7th level, when mounted and using the charge action, a knight of genetic purity may declare a “deadly charge” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the Spirited Charge feat.
Mutant Slayer: At 9th level, if a knight of genetic purity studies an altered human for 3 rounds and then makes a smite mutant attack with a melee weapon that successfully deals damage, the smite mutant attack has the additional effect of possibly either paralyzing or killing the target (knight of genetic purity’s choice). Studying the target is a standard action. If the target of such a mutant slayer attack fails a Fortitude save (DC 10 + the knight of genetic purity’s class level + the knight of genetic purity’s Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the knight of genetic purity.
If the target’s saving throw succeeds, the attack is just a normal smite mutant attack. Once the knight of genetic purity has completed the 3 rounds of study, he must make the mutant slayer attack within the next 3 rounds. If a mutant slayer attack is attempted and fails (the target makes her save) or if the knight of genetic purity does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another mutant slayer attack.
This ability has no effect against a target that is not an altered human.
Bane of Mutants: At 10th level, the knight of genetic purity automatically confirms critical threats against altered humans, and the damage multiplier of the weapon used is increased by 1 (x2 becomes x3, for example). This increase in the damage multiplier does not stack with the increase granted by the weapon mastery class feature.
TABLE: KNIGHT OF GENETIC PURITY
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +1 +1 +0 +0 Bonded steed, detect mutant, smite mutant
1/day
___________________________________________________________________________ __________
2nd +2 +1 +1 +1 Bonus combat feat, pure blooded +1
___________________________________________________________________________ __________
3rd +3 +2 +1 +1 Mounted weapon bonus +1
___________________________________________________________________________ __________
4th +4 +2 +1 +1 Resist mutation +2, pure blooded +2, smite
mutant 2/day
___________________________________________________________________________ __________
5th +5 +3 +2 +2 Bonus combat feat
___________________________________________________________________________ __________
6th +6 +3 +2 +2 Mounted weapon bonus +2, pure blooded +3
___________________________________________________________________________ __________
7th +7 +4 +2 +2 Deadly charge, smite mutant 3/day
___________________________________________________________________________ __________
8th +8 +4 +3 +3 Bonus combat feat, pure blooded +4, resist
mutation +4
___________________________________________________________________________ __________
9th +9 +5 +3 +3 Mounted weapon bonus +3, mutant slayer
___________________________________________________________________________ __________
10th +10 +5 +3 +3 Bane of mutants, pure blooded +5, smite
mutant 4/day
___________________________________________________________________________ __________
BONDED STEEDS
A bonded steed’s abilities are determined by the knight of genetic purity’s level and its animal racial traits. Table: Bonded Steed Base Statistics determines many of the base statistics of the bonded steed. They remain creatures of the animal type for purposes of determining which effects can affect them.
Class Level: This is the character’s knight of genetic purity level. The knight of genetic purity’s class levels stack with levels of any other classes that are entitled to a bonded steed for the purpose of determining the steed’s statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the bonded steed possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the bonded steed’s base attack bonus. A bonded steed’s base attack bonus follows the medium progression (3/4 of its total HD). Bonded steeds do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the bonded steed’s base saving throw bonuses. A bonded steed has good Fortitude and Reflex saves.
Skills: This lists the animal’s total skill ranks. Bonded steeds can assign skill ranks to any skill listed under Animal Skills. If a bonded steed increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Bonded steeds with an Intelligence of 3 or higher can purchase ranks in any skill. A bonded steed cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by a bonded steed. Bonded steeds should select their feats from those listed under Animal Feats. Bonded steeds can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency).
Note that bonded steeds cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus: The number noted here is an improvement to the bonded steed’s existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the bonded steed’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the knight of genetic purity might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The knight of genetic purity selects these bonus tricks, and once selected, they can’t be changed.
Special: This includes a number of abilities gained by bonded steeds as they increase in power. Each of these bonuses is described below.
Link (Ex): A knight of genetic purity can handle his bonded steed as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The knight of genetic purity gains a +4 circumstance bonus on all Handle Animal checks made regarding a bonded steed.
Evasion (Ex): If a bonded steed is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The bonded steed adds +1 to one of its ability scores.
Devotion (Ex): A bonded steed gains a +4 morale bonus on Will saves against mind-affecting effects.
Multiattack: A bonded steed gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the bonded steed instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a bonded steed takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
ANIMAL SKILLS
Bonded steeds can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).
All of the skills marked with an (*) are class skills for bonded steeds. Bonded steeds with an Intelligence of 3 or higher can put ranks into any skill.
ANIMAL FEATS
Bonded steeds can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor (see the Pathfinder RPG Bestiary), Improved Natural Attack (see the Pathfinder RPG Bestiary), Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, and Weapon Focus.
Bonded steeds with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
ANIMAL CHOICES
Each bonded steed has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature’s full base attack bonus unless otherwise noted. Animal attacks add the animal’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Appendix 1 for more information on these abilities. As you gain levels, your bonded steed improves as well, as noted on Table: Bonded Steed Base Statistics.
BRUTORZ
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite* (1d4), 2 hooves (1d6); Ability Scores Str 25, Dex 14, Con 17, Int 10, Wis 13, Cha 10; Special Attacks trample (2d6, Str-based DC); Special Qualities combat trained (see the Pathfinder RPG Bestiary), low-light vision, scent. *This is a secondary natural attack, see Chapter 8 in the Pathfinder Roleplaying Game Core Rulebook for more information on how secondary attacks work.
CENTISTEED
Starting Statistics: Size Large; Speed 60 ft.; AC +4 natural armor; Attack bite* (1d4), 4 hooves (1d6); Ability Scores Str 23, Dex 16, Con 17, Int 2, Wis 13, Cha 6; Special Attacks combat trained (see the Pathfinder RPG Bestiary), trample (4d6, Str-based DC); Special Qualities darkvision 60 ft., low-light vision. *This is a secondary natural attack, see Chapter 8 in the Pathfinder Roleplaying Game Core Rulebook for more information on how secondary attacks work.
HOPPER
Starting Statistics: Size Large; Speed 60 ft.; AC +2 natural armor; Attack gore (1d8); Ability Scores Str 20, Dex 16, Con 17, Int 1, Wis 13, Cha 7; Special Qualities combat trained (see the Pathfinder RPG Bestiary), low-light vision, scent.
HORSE
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6; Special Qualities combat trained (see the Pathfinder RPG Bestiary), low-light vision, scent. *This is a secondary natural attack, see Chapter 8 in the Pathfinder Roleplaying Game Core Rulebook for more information on how secondary attacks work.
TABLE: BONDED STEED BASE STATISTICS
Nat. Str/
Class Armor Dex Bonus
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Tricks Special
___________________________________________________________________________ __________
1st 6 +4 +5 +5 +2 6 3 +4 +2 3 Link, evasion
___________________________________________________________________________ __________
2nd 7 +5 +5 +5 +2 7 4 +4 +2 3 Devotion
___________________________________________________________________________ __________
3rd 8 +6 +6 +6 +2 8 4 +6 +3 4 Multiattack
___________________________________________________________________________ __________
4th 9 +6 +6 +6 +3 9 5 +6 +3 4 Ability score
increase
___________________________________________________________________________ __________
5th 9 +6 +6 +6 +3 9 5 +6 +3 4 –
___________________________________________________________________________ __________
6th 10 +7 +7 +7 +3 10 5 +8 +4 5 –
___________________________________________________________________________ __________
7th 11 +8 +7 +7 +3 11 6 +8 +4 5 –
___________________________________________________________________________ __________
8th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score
increase
___________________________________________________________________________ __________
9th 12 +9 +8 +8 +4 12 6 +10 +5 6 –
___________________________________________________________________________ __________
10th 13 +9 +8 +8 +4 13 7 +10 +5 6 Improved
evasion
___________________________________________________________________________ __________
| Michael Johnson 66 |
CLASS FEATURES
All of the following are class features of the knight of genetic purity prestige class.
Weapon and Armor Proficiency: New breed avengers are proficient with all martial and simple weapons, and with all armor and shields (including tower shields).
Oops! Obviously, Weapon and Armor Proficiency should read: Knights of genetic purity are proficient with ....
Auxmaulous
|
Looks good, more mount-centric then I would go, but very functional.
I suppose if I wanted to make a knight scientist or tech (specializing in anti-mutant tech, medicine) it could be drawn up as a prc without the mount related abilities. I'm just not used to the "class" system in a GW environment. I am glad you threw in the scaling mutation defense + assassin like abilities for these bastards.
This works
| Michael Johnson 66 |
Looks good, more mount-centric then I would go, but very functional.
I suppose if I wanted to make a knight scientist or tech (specializing in anti-mutant tech, medicine) it could be drawn up as a prc without the mount related abilities. I'm just not used to the "class" system in a GW environment. I am glad you threw in the scaling mutation defense + assassin like abilities for these bastards.
This works
Sweet, thanks for the feedback, Auxmaulous. I'll probably make a PrC for mutated animals soon, and maybe a few more 3-to-5-level PrCs, and call it a day for PrCs.
| Michael Johnson 66 |
Michael,
Good stuff you're still putting out! I probably wouldn't be able to make use of the PrCs (I assume the groups you play in are more open to them?) as most I run with tend to stick with base classes.
Still looking forward to your actual campaign fluff. :)
Here's what I have atm, Urizen:
CAMPAIGN SETTING: EUKAY
The following section details a campaign setting for Pathfinder: Gamma World – the islands of Eukay. Eukay consists of two great islands in the Lantik Zea, Brinn and Ire. These islands lie across the Channel from the northwestern coast of the vast land of Yerp.
The islands of Eukay encompass a wide range of terrain types – rugged hills and mountains, dark forests, foggy moors, and stinking bogs. The coasts tend to be crumbling cliffs overlooking rocky beaches. The climate is largely temperate, with mild summers and cold winters. Both islands receive ample rainfall throughout the year. As in Meriga and Yerp, heat-fogs occasionally descend on Eukay in autumn and spring. The frequent colorful auroras that dance across the sky (known as the aura boras in Meriga) are known in Eukay as sky-fire.
Much of Eukay is untamed wilderness, but several cryptic alliances, petty kingdoms, and city-states vie with wild beasts, marauders, and each other for territory and resources.
CRYPTIC ALLIANCES OF EUKAY
As in other lands, a number of cryptic alliances have evolved in Eukay.
Disciples of the Radiance (Radiant Ones):
The Disciples of the Radiance are the Eukay counterpart to the Radioactivists of Meriga.
Druidic Order of Eukay (Druids):
The Druids of Eukay are the keepers of a tradition of lore and wisdom that was ancient long before the Cataclysm. They act as advisors to kings, spiritual leaders, healers, and sages. The Druids have numerous sacred sites scattered throughout Brinn and Ire, where they meet to decide important matters, arbitrate disputes, and celebrate the equinoxes and solstices.
Gods of the Silver Dome:
High in the Cambry Mountains stands the mysterious Silver Dome, an enormous duralloy dome with a smooth, polished, mirror-like surface. This is the abode of the Gods of the Silver Dome, a conspiracy of pure strain humans who have convinced the majority of the population that they are immortal gods by using PL 7 and PL 8 technology to simulate godlike powers. They demand an annual sacrifice of produce, livestock, and slaves from every town and village in Eukay. They have visited utter annihilation on several communities that failed to make sacrifice, ensuring compliance from the rest.
Hammer of Chaos (Hammerheads):
This alliance consists of anarchists and revolutionaries, ostensibly bent on liberating all sentient creatures by toppling all governments, but most of whom are simply marauding sociopaths. Natural enemies of every kingdom in Eukay, the Hammer of Chaos is by necessity a highly mobile alliance, roving the roads and highways of Brinn on horses or restored vehicles of the ancients (mostly PL 7 and PL 8 motorcycles). They are engaged in an ongoing war against the Thunder Riders.
Healers (The White Hand):
Founded by a legendary healer from the Shadow Years after the Cataclysm, the Healers offer their services as healers to any sick or injured creature they encounter, regardless of species or alliance. The Healers maintain several hospitals scattered throughout the land. Their oldest and largest hospital in Eukay is in the Kingdom of Meeth on Ire.
Knights of Genetic Purity (Purists):
This alliance originated in the land of Meriga, but their hateful quest to purge the world of mutantkind has brought them to other lands, including Eukay. The knights’ main stronghold in Eukay is Zeal, a fortified town on the west coast of Brinn.
Knights of the New Breed (New Breeders):
Like the Iron Society of Meriga, this alliance was formed by altered humans in reaction to the brutality of the Knights of Genetic Purity. The Knights of the New Breed exist to protect mutantkind and to destroy their enemies. They have erected a stronghold called Castle Nova in Skulland, where they are regarded as heroes.
Masters of the Mind (Masterminds):
The Masterminds are an alliance of espers and others with mind-affecting mutations, dedicated to developing their psionic powers and protecting those of their kind. They are well-received in the esper-ruled Kingdom of Wells on the west coast of Brinn, where they have erected their fortified Monastery of the Mind.
Peace Brigade:
The Peace Brigade of Meriga expanded their operations to Eukay and constructed the fortified town of Fort Haven on the southeastern coast of Ire with a royal charter from King Dondal of Kork. In exchange the Peace Brigade fortified the towns and villages of Kork, significantly increasing the kingdom’s military might. Recently they have begun to offer the same service to neighboring kingdoms, against the wishes of Kork’s current monarch, Queen Briganta.
Rangers of Sherwood (Rangers):
This small but capable alliance received a royal charter from the first King of Sherwood (Garrull the Great) to patrol the forested realm and protect its people. In spite of occasional conflicts with unjust rulers, the Rangers have continued to provide this service to the people of Sherwood. Many of the Rangers are mutated animals or sentient plants.
Rennaissance Society (Restorationists):
A colony of Restorationists from Meriga founded the Rennaissance Society in southeastern Brinn, raising a stronghold on the north bank of the River Temz that quickly grew into the fortified town of Oerlun. The Rennaissance Society is devoted to recovering the lost artifacts and lore of the ancients and using them to rebuild the civilization destroyed in the wars of the ancients.
Robotocracy (Robotocrats):
A small but growing alliance of intelligent robots has taken command of a bunker in the Underground beneath the ruins of Lun Dun. From this secret base of operations, the Robotocracy works to recover lost artifacts of the ancients, to be used in a campaign of genocide against the sentient organic creatures of Eukay.
Thunder Riders:
The Thunder Riders are a small, nomadic alliance, open to all sentient creatures that own and can operate a functional motorized vehicle. Most members ride PL 7 motorcycles. The Thunder Riders consider themselves to be champions of freedom and enemies of oppression, but some members are little better than marauders, more interested in plundering than in liberating the oppressed. They ride the roads and highways throughout Brinn, waging an ongoing war against their hated rivals, the Hammer of Chaos.
Vigilant League (Vigilantes):
This alliance of vigilantes tracks down criminals and metes out justice throughout Eukay. They maintain several secret safehouses on Brinn and Ire.
Wild Hunt (Wild Hunters):
This alliance of mutated animals operates chiefly in the forested Kingdom of Exmoor, where they are regarded as heroes. The Wild Hunters have sworn to protect animalkind from the depredations of humans and their ilk.
KINGDOMS AND CITY-STATES OF EUKAY
Carrins, Kingdom of:
Government: Traditional monarchy; King Skarrak the Invincible (LE carrin enforcer 5/esper 5), a cruel, black-hearted tyrant.
Alignment: Lawful evil
Capital: Carrion City (pop. 22,000; pure strain human 58%, carrin 30%, altered human 7%, mutated animal 3%, sentient plant 2%)
Population: 66,000 (pure strain human 54%, carrin 20%, altered human 13%, mutated animal 10%, sentient plant 3%)
Exports: Forestry, livestock, metalwork
Military: 4,000 infantry in medium armor with shield, spear, short sword, and sling; 1,000 cavalry in medium armor with shield, spear, longsword, and shortbow; 1,000 carrin sky archers in light armor with short sword, dagger, and longbow; 600 carrin knights in heavy armor with shield, longsword, morningstar, and shortbow
Strongholds: Castle Carrion at the center of Carrion City; Hawk Keep at the north border; Eagle Keep at the east border; Osprey Keep on the west coast
Cyberopolis, City of:
Government: Republic; the Cyber Senate, a body of elected cyborgs (sentient creatures with one or more cybernetic implants) who govern Cyberopolis.
Alignment: Chaotic neutral
Population: 20,000 (pure strain human 81%, altered human 6%, biodroid 5%, bioreplica 4%, mutated animal 3%, sentient plant 1%)
Exports: Dairy, livestock, produce, textiles
Military: 800 infantry in medium armor with shield, spear, short sword, and sling; 500 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, longsword, heavy mace, and light crossbow; 100 musketeers in light armor with short sword, dagger, and laser rifle; 100 cyborg cybernauts in heavy armor with high frequency sword, stun baton, and laser rifle; 23 APE police robots with OICW assault rifle
Strongholds: Citadel at the center of Cyberopolis
Exmoor, Kingdom of:
Government: Traditional monarchy; King Grumm Ironclaw (CN mutated bear enforcer 7/scout 4), a territorial and isolationist monarch.
Alignment: Chaotic neutral
Capital: Bruinden (pop. 18,000; pure strain human 74%, mutated animal 15%, altered human 8%, sentient plant 3%)
Population: 50,000 (pure strain human 77%, mutated animal 10%, altered human 7%, sentient plant 6%)
Exports: Forestry, produce
Military: 3,000 infantry in medium armor with shield, battleaxe, dagger, and sling; 1,000 archers in light armor with handaxe, dagger, and longbow; 800 cavalry in medium armor with shield, spear, battleaxe, dagger, and shortbow; 200 mutated animal commandos in heavy armor with shield, battleaxe, dagger, and shortbow
Strongholds: Bruin Keep at the center of Bruinden; Caer Silvanus on the north coast; Caer Math on the south coast; Caer Hern at the east border; Caer Dagda on the west coast
Fort Haven, City of:
Government: Nontraditional (governed by the Peace Brigade); Brigadier Chief Laaz Manan (LN pure strain human examiner 9), leader of the Peace Brigade in Eukay.
Alignment: Lawful neutral
Population: 17,000 (pure strain human 92%, altered human 5%, mutated animal 2%, sentient plant 1%)
Exports: Forestry, metalwork, stonework
Military: 800 infantry in medium armor with shield, longsword, dagger, and light crossbow; 500 archers in light armor with shortsword, dagger, and longbow; 300 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 artillery in light armor with short sword, dagger, and light crossbow (25 cannons)
Strongholds: Fort Haven is heavily fortified throughout
Galway, Kingdom of:
Government: Traditional monarchy; King Seamus the Scarred (NE pure strain human enforcer 8), cruel, cunning despot.
Alignment: Neutral evil
Capital: Glen-Gael (pop. 15,000; pure strain human 88%, altered human 9%, mutated animal 2%, sentient plant 1%)
Population: 50,000 (pure strain human 90%, altered human 6%, mutated animal 3%, sentient plant 1%)
Exports: Fish, livestock, metalwork, stonework
Military: 3,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 1,000 archers in light armor with short sword, dagger, and longbow; 800 cavalry in heavy armor with shield, spear, longsword, dagger, and shortbow; 200 royal guardians in heavy armor with shield, spear, longsword, dagger, and shortbow
Strongholds: Caer Tierney at the center of Glen-Gael; Caer Shannon on the Shannon River
Garden Land:
Government: Republic; Verdant Elders, a body of elected elder sentient plants who govern Garden Land.
Alignment: Lawful neutral
Capital: City of Glass (pop. 17,000; sentient plant 95%, mutated animal 3%, altered human 1%, pure strain human 1%)
Population: 65,000 (sentient plant 93%, mutated animal 5%, altered human 1%, pure strain human 1%)
Exports: Livestock, produce
Military: 4,000 infantry in medium armor with shield, morningstar, handaxe, and shortbow; 1,000 archers in light armor with handaxe, dagger, and longbow; 1,000 cavalry in heavy armor with shield, spear, battleaxe, handaxe, and shortbow; 500 sentient plant scouts in light armor with 2 handaxes and longbow
Strongholds: Green Keep at the center of the City of Glass
Kork, Kingdom of:
Government: Traditional monarchy; Queen Briganta (LE altered human enforcer 5/scout 5), a tyrant who rules with an iron fist.
Alignment: Lawful neutral
Capital: Fomoria (pop. 14,000; pure strain human 85%, altered human 11%, mutated animal 3%, sentient plant 1%)
Population: 40,000 (pure strain human 82%, altered human 10%, mutated animal 5%, sentient plant 3%)
Exports: Dairy, livestock, metalwork
Military: 2,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 900 archers in light armor with short sword, handaxe, and longbow; 500 scouts in light armor with short sword, dagger, and shortbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 altered human heroes in heavy armor with shield, longsword, dagger, and longbow
Strongholds: Caer Fomor at the center of Fomoria; Fort Dusk on the west coast; Fort Dawn on the east coast; most towns and villages are fortified with keeps and walls
Meeth, Kingdom of:
Government: Traditional monarchy; King Finn IV (LN pure strain human enforcer 5/aristocrat 4), a stern but fair ruler.
Alignment: Lawful neutral
Capital: Greenmoat (pure strain human 89%, altered human 8%, mutated animal 2%, sentient plant 1%)
Population: 40,000 (pure strain human 90%, altered human 6%, mutated animal 3%, sentient plant 1%)
Exports: Fish, forestry, metalwork
Military: 2,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 700 archers in light armor with short sword, handaxe, and longbow; 600 scouts in light armor with short sword, dagger, and shortbow; 600 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 elite knights in heavy armor with shield, spear, longsword, dagger, and light crossbow
Strongholds: Greenmoat Keep at the center of Greenmoat; Caer Makleer on the east coast; Caer Spertin on the northwest coast
Oerlun, City of:
Government: Nontraditional (governed by the Rennaissance Society); Doctor Myram Sage (LN pure strain human examiner 12), the brilliant and dedicated leader of the Rennaissance Society.
Alignment: Lawful neutral
Population: 25,000 (pure strain human 83%, altered human 9%, mutated animal 4%, sentient plant 2%, biodroid 1%, bioreplica 1%)
Exports: Beer, fish, livestock, produce, textiles
Military: 1,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 700 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 artillery in light armor with short sword, dagger, and light crossbow (25 cannons); 100 musketeers in light armor with rapier, dagger, and laser rifle; 100 biodroid and bioreplica robonauts in heavy armor with high frequency sword, stun baton, and laser rifle
Strongholds: Castle Rennaissance at the center of Oerlun
Sherwood, Kingdom of:
Government: Traditional monarchy; Queen Mallora (CG mutated feline enforcer 5/scout 5), a benign, conservative monarch.
Alignment: Neutral good
Capital: Ravenwall (pop. 15,000; pure strain human 75%, mutated animal 15%, altered human 7%, sentient plant 3%)
Population: 50,000 (pure strain human 77%, mutated animal 13%, altered human 6%, sentient plant 4%)
Exports: Forestry, produce
Military: 2,000 infantry in medium armor with shield, battleaxe, dagger, and sling; 1,000 archers in light armor with handaxe, dagger, and longbow; 1,000 cavalry in heavy armor with shield, trident, longsword, dagger, and shortbow; 800 mutated animal scouts in light armor with handaxe, dagger, and shortbow; 200 mutated animal commandos in light armor with battleaxe, handaxe, dagger, and longbow; the Rangers of Sherwood (see Cryptic Alliances)
Strongholds: Raven Tower at the center of Ravenwall; Castle Griffon at the northeast coast; Castle Orca at the middle-east coast; Castle Narwhal on the southeast coast
Silver Dome:
Government: Theocracy; Gods of the Silver Dome, a secret conspiracy of pure strain humans using ancient technology to masquerade as gods.
Alignment: Lawful evil
Population: 10,000 (pure strain human 88%, altered human 6%, mutated animal 3%, biodroid 2%, bioreplica 1%)
Exports: None
Military: 500 infantry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 200 musketeers in light armor with short sword, dagger, and laser rifle; 100 artillery in light armor with short sword, dagger, and laser pistol (50 laser cannons); 100 biodroid shock troops in heavy armor with high frequency sword, stun baton, and laser rifle; 100 APE police robots with OICW assault rifles
Strongholds: The Silver Dome is nigh impregnable; Pantheon on the Sever River
Skulland, Kingdom of:
Government: Nontraditional monarchy (monarch determined by trial of combat; King Arawn Blackblade (NE altered human enforcer 8/scout 6), a cunning warlord bent on conquest.
Alignment: Neutral evil
Capital: Ramgard (pop. 20,000; pure strain human 73%, altered human 20%, mutated animal 6%, sentient plant 1%)
Population: 60,000 (pure strain human 75%, altered human 16%, mutated animal 7%, sentient plant 2%)
Exports: Coal, forestry, livestock
Military: 3,000 infantry in medium armor with shield, spear, warhammer, dagger, and light crossbow; 1,000 archers in light armor with short sword, dagger, and longbow; 1,000 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 500 scouts in light armor with short sword, dagger, and shortbow; 500 altered human skull-knights in heavy armor with shield, trident, longsword, dagger, and light crossbow; Knights of the New Breed (see Cryptic Alliances)
Strongholds: Caer Roy at the center of Ramgard; Caer Nova at the north border; Caer Makormak at the south border; Caer Magog on the east coast; Caer Balor on the west coast
Wells, Kingdom of:
Government: Nontraditional monarchy (monarch elected by the Baronial Electorate); Queen Raelle the Enlightened (LG altered human esper 13/aristocrat 2), a ruler as just and wise as she is powerful.
Alignment: Lawful good
Capital: Lyonesse (pop. 16,000; pure strain human 89%, altered human 7%, mutated animal 3%, sentient plant 1%)
Population: 46,000 (pure strain human 86%, altered human 7%, mutated animal 4%, sentient plant 3%)
Exports: Coal, metalwork, stonework
Military: 2,000 infantry in medium armor with shield, trident, longsword, dagger, and shortbow; 1,000 cavalry in heavy armor with shield, trident, longsword, dagger, and shortbow; 800 archers in light armor with short sword, dagger, and longbow; 600 scouts in light armor with short sword, dagger, and shortbow; 200 espers with spear, light mace, and light crossbow; Masters of the Mind (see Cryptic Alliances)
Strongholds: Caer Nog at the center of Lyonesse; Caer Morgana on the north coast; Caer Camelot on the south coast; Monastery of the Mind on the northwest coast
Zeal, City of:
Government: Nontraditional (governed by the Knights of Genetic Purity); Lord-Protector Sir Tarmrik the Purifier (LE pure strain human enforcer 14), a zealous, genocidal sociopath bent on cleansing Eukay of altered humans.
Alignment: Lawful evil
Population: 24,000 (pure strain human 95%, mutated animal 4%, sentient plant 1%)
Exports: Coal, metalwork, stonework
Military: 1,000 infantry in medium armor with shield, spear, longsword, dagger, and light crossbow; 500 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 400 elite men-at-arms in heavy armor with shield, longsword, flail, dagger, and light crossbow; Knights of Genetic Purity (see Cryptic Alliances)
Strongholds: Castle Purity at the center of Zeal
RUINS OF THE ANCIENTS OF EUKAY
Bel-Faz
In the time before the Dark Years, Bel-Faz was the capital of Ire, and the site of three major shipyards (one for seaships and two for airships), a university, and many great towers and palaces. The ruins sprawl along the coast, flanked to the northwest by a series of basaltic hills.
Burning-Am
Dub-Lin
Dun-Dee
Edin-Bro
Glaz-Kow
Kar-Lial
Kork
Leedz
Lun-Dun
Once the great capital of the worldwide Empire of the Ancients, Lun-Dun has been reduced by the Apocalypse and the subsequent centuries to a sprawling ruin, partially flooded by the River Temz and haunted by all manner of monsters and living metal (robots).
Beneath the rubble-choked streets and twisted duralloy frames of the surface ruins lies the Underground, a lightless labyrinth of tunnels and chambers, said to be inhabited by horrors far worse than those stalking the ruins above. The fortified base of the Robotocrats (see Cryptic Alliances) is rumored to lie somewhere in the Underground, and it is certain that their agents patrol the ruins, searching for functioning artifacts of the ancients to be used in their planned conquest of the world.
Nodding-Am
Urizen, if you feel like adding anything (maybe banging out stats for rulers or other important npcs, or fleshing out details), feel free to do so and I'll use it for the 1st supplemental doc. Obviously, it's a big project, with lots of room for creative contributors like yourself! :D
| Michael Johnson 66 |
I don't know the first thing about Gamma World, but I wanted to post and say how much I loved your Eukay setting. I almost feel like I live there :P
Maybe there's a spot for the Kingdom of Glusta, near the Bristle Sea :)
Thanks Arakhor! Hmm, yes, Glusta near the Bristle has a familiar ring to it! ;)
| Michael Johnson 66 |
BTW, Michael, while I love your work on the ruleset I have to admit to you that I do not knowing thing one about the campaign setting prior to your PDF. I want to thank you for introducing me to this woderful cmapign world.
My pleasure, TAD. Actually, I created it all from scratch, so no one knows thing one about it, unless they are psychic! :) The published campaign settings for all previous editions of GW were set in "Meriga" (post-apocalyptic America), specifically around the midwest/great lakes region. I borrowed "Lantik Zea" and a few of the Cryptic Alliances (knights of genetic purity, peace brigade, and restorationists) and made everything else up, so thank you very much for the compliment!
| Michael Johnson 66 |
Went over the pdf earlier and now I've dot visions dancing in my head of a magical variant. I'll probably be working on a couple of new base classes today.
Cool, post 'em when you're ready, as a magical variant is just the kind of thing that would make an awesome supplement!
| Michael Johnson 66 |
Here is some more established background info for Gamma Terra, which comes from an old Dragon mag, and will give those interested a framework for the current setting:
Before the Dark Years
The timeline of the Gamma World® game universe
by James Ward and Roger Moore - Dragon Magazine Aug. 1984
One of the most popular topics for debate among pure strain humans and mutants alike centers around the question: What was the world like before it blew up? Scholars and adventurers of nearly every Cryptic Alliance have searched the world for clues to the history of the "Gamma World" (as inhabitants of Earth are prone to call it in the middle of the 25th century). The results are often confusing and contradictory, deepening the mysteries of the past.
Careful research has brought to light the following information on the years before the old world ended and the Gamma World began. It is possible that adventurers might recover some or all of this material as they explore the ruins of the Ancients or communicate with living beings or intelligent computers who might have survived the wars.
Obviously, this information is of great use in establishing a consistent game campaign. The GM, however, should feel free to alter, delete, or add to this timeline if she wishes, to create her own personalized game world. Contradictory information may be given to player characters during a campaign; data from the Shadow Years and after is especially questionable in accuracy.
1945 First use of atomic weapons in warfare
1957 Sputnik I, the first artificial earth satelite, launched
1961 First manned spacecraft, Vostok I, launched
1969 First manned lunar landing made by Apollo XXI spacecraft
1981 American space shuttle service begins earth orbit
1988-1990 World War III, world-wide general conflict between East and West, limited nuclear weapons exchange before ceasefire
1999 First self-aware "think tank"computer activated
2002 First manned spaceflights to Mars launched (Ares I and II); primary base established at Mariner Valley
2003-2021 Ecosystem collapse in Atlantic and Pacific oceans; world-wide food and water shortages, severe civil disturbances; collapse of Japanese and European economies
2010 American, Chinese, Indian and Soviet international conferences lead to establisment of the First World Council
2013 Rise of the first commercial blocks to control countries
2019 First commercial spaceport opens (First Texan Space Complex)
2020 First Earth-orbital commercial space factory assembled
2034 American and Canadian governments unify and form United North America
2046 Orbital city Atlantis becomes first politically independent space colony; moves to Martian orbit
2047 Columbus, Magellan, and Marco Polo unmanned, interstellar probes launched from Earth orbit
2050 Brazil establishes SAEU (Unified South American government)
2061 Columbus reaches Alpha Centari and maps local planetary system
2066 Establishment of Mount Olympus and Mount Arsia colonies on Mars
2072 Magellan reaches Tau Ceti; discovers terraformable planet (Gaea)
2076 All Martian colonies gain political independence through treaties; Federation of Mars established
2077 SAEU collapses after civil war
2078 Mutiny aboard International Space Station One (first true space war), arrest and execution of mutineers
2087-2089 First Venerean terraforming project attempted, but fails
2095 Lunar population reaches 10,000at Tycho Center moonbase
2100 Genesis project (re-terraforming of Earth's environment) completed
2101 Terraforming of larger asteroids begins
2104 The Three Suns the first manned, interstellar spacecraft launched toward the Alpha Centauri system
2104-2111 Widespread civil disorders in Asia lead to formation of the Asian Coalition; collapse of the Soviet Union
2109 Thorium fusion propulsion system perfected and goes into system-wide use
2120 Three Suns arrive at Alpha Centauri, establishes first extra-solar human colonies at Gagarin, Armstrong, Greenwood and Sorokin; Second Venerean terrforming project attempted, project crew lost in satellite collision
2126 Start of international conferences to develop a world government
2131 Sorokin colony abandoned
2132 The Humanity launched for Tau Ceti
2138 Artificial gravity control achieved
2144 Martian world population reaches 10,000 (combined colonies)
2145 World Union established; all national governments subordinated to World Union General Council in London; uniform currency, the Domar, established worldwide
2163 Construction of Trans-Plutonian Spaceyards completed
2182 Autonomists Society established, a terrorist organization promoting world-wide democratic anarchy
2200-2300 General dates for the "Great Migration" of manned and unmanned interstellar spacecraft to worlds within a 10-parsec radius of Sol; 28 colonizations missions and 196 exploratory missions dispatched
2236 IMT (instantaneous mass transporter) tested and developed
2261 Albuquerque accident kills 5 million people in nuclear explosion
2266 Breakup of WU General Council; United America, Asian Coalition, India, and other countries develop divergent policies
2277 The Warden, the largest interstellar colony ship ever built, laid down at the Trans-Plutonian Spaceyards by the United Western Starship Cartel program
2282 League of Free Men established, promoting the rise of pro-world-government factions, terrorism increases worldwide
2288 Warden completed; trials and loading begin for 45-year voyage to Xi Ursae Majoris double-star system
2289 Work on giant starship Morden begins at Trans-Plutonian Spaceyards
2290 Warden leaves Solar system; 1.55 million human colonists and crew aboard
2302 Star Voyager II returns on robot drive with crew infected by "Canopus Plague"; ship destroyed after infecting crew of Earth-orbital spaceport
2302-2309 Several major outbreaks of "Canopus Plague" throughout Solar system; Iapetus sealed off and destroyed
2309-2322 "The Shadow Years", so called because of the world-wide destruction of records and archives through terrorist action and governement supported sabotage
2309 (Sept 16) Start of Social Wars; initial collapse of Earth civilization begins; rioting and terrorism spread; League of Free Men and Autonomists are major instigators of world-wide conflict
2314 Social Wars expand into space with terrorist strikes against Earth-orbital colonies, Tycho Center, and other spaceports throughout the Solar system
2321 Ecological warfare causes destruction of ocean plankton and collapse of all coastal economies; introduction of nuclear and dimension-warp warfare into conflict
2321 Fragmentary transmissions from the Warden received; ship apparently entered radiation cloud and crew was lost
2322 (April 12) "The Ultimatum", the first appearance of The Apocalypse, a radical group ordering an immediate cease-fire in world-wide conflict
2322 (April 17) Radiation strike made against all major national capitols by The Apocalypse; retaliatory attacks reduce Earth's civilization to ruins in one week; system-wide trade, transportation, and economic collapse
2322 (May 23) Major strikes successfully disable space fleets around Jupiter and Earth; two of Saturn's moons are vaporized
From here on in, only fragmentary historical records can be found. Most pieces of data were obtained from friendly cybernetic installations and think tanks which were able to link up with the remains of hidden libraries, orbital installations, or Earth/space communications systems. All further information is considered questionable at best and can only rarely be confirmed.
2322 Social Wars produce major world-wide volcanic and siesmic activity; collapse of polar ice-caps; world-wide flooding; ozone layer collapse with heightened exposure to ultra-violet and solar radiation; extreme extinctions and mutations throughout biosystems of Earth
2322 Processed-ice asteroid (guidance circuits sabotaged by terrorists) strikes Mars; eight year duststorm and climatic disruption result; all colonies on Mars are isolated Federation charter suspended for duration
2323-2340 Rise of every known Cryptic Alliance takes place from the intact cities and power stations of Earth
2325-2330 Satellite Wars change the technological levels of all terra-formed asteroids and moons of all Solar planets
2330-2340 Last known interstellar missions flee Solar system from asteroidal and outer satellite colonies; Trans-Plutonian Spaceyards abandoned; all outer colonies except Saturn World Fusion shut down; Mercury mining colonies abandoned and apparently die out
2331 Trans-Plutonian Spaceyards assume control of their own programs and generate robotic "life"
2336-2340 Occasional reports from space communications systems of transmissions from the Warden; status unknown
2380 Saturn World Fusion ceases all Earth-directed transmissions; fate unknown
2381 Severe world-wide earthquakes; explosive vulcanism around Pacific basin
2381-2388 "Years Without Summer", blackouts and prolonged winters common
2385 Ultrawave transmissions from Trans-Plutonian Spaceyards report open warfare between cybernetic installation there and the presumably automated starship Morden; further transmissions cannot be interpreted and may be in code
2399 Short period of lasercom contact with Deimos Base at Mars; PCI at Deimos noted to be insane; no information of Martian colonies
2420 Strange transmissions picked up from Warden's last known position
2450 The present
Auxmaulous
|
2322 (April 12) "The Ultimatum", the first appearance of The Apocalypse, a radical group ordering an immediate cease-fire in world-wide conflict
2322 (April 17) Radiation strike made against all major national capitols by The Apocalypse; retaliatory attacks reduce Earth's civilization to ruins in one week; system-wide trade, transportation, and economic collapse
Ah, I am glad you kept the info from the older edition timelines. The Apocalypse (or some group that may just be using their name) is a recurring threat for my high-level GW campaign.
Ironic that a group called the Apocalypse would initiate a nuke war - the meaning of their name means "revelation" or a "revealing" of prophecy.
I am trying to set up a campaign which takes place in the 1-week peried before deathday (this idea pre-dates the show "24"), where the characters are military and private specialist use every hour (no sleep) during that 1-week time to find the Apocalypse base. Super tech characters, tied into the pre-war grid, armed to the teeth looking for this secret group/base in a world that has already started to fall apart around them.
| Michael Johnson 66 |
I am trying to set up a campaign which takes place in the 1-week peried before deathday (this idea pre-dates the show "24"), where the characters are military and private specialist use every hour (no sleep) during that 1-week time to find the Apocalypse base. Super tech characters, tied into the pre-war grid, armed to the teeth looking for this secret group/base in a world that has already started to fall apart around them.
Cool! Will the PCs have access to drugs that help them stave off the penalties for not sleeping? Maybe a limited supply of stimulants that have the effects of 8 hours of rest, kind of like the old potion of vitality?
Auxmaulous
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Auxmaulous wrote:Cool! Will the PCs have access to drugs that help them stave off the penalties for not sleeping? Maybe a limited supply of stimulants that have the effects of 8 hours of rest, kind of like the old potion of vitality?
I am trying to set up a campaign which takes place in the 1-week peried before deathday (this idea pre-dates the show "24"), where the characters are military and private specialist use every hour (no sleep) during that 1-week time to find the Apocalypse base. Super tech characters, tied into the pre-war grid, armed to the teeth looking for this secret group/base in a world that has already started to fall apart around them.
That would be the idea, probably something a little more powerful since this is end tech for mankind. Assuming each guy would have top of the line plus experimental tech I don't think that conventional issues would be the problem. Sleep and hunger can be staved off in a society which uses sustenance and stim doese. But they would have other issues - most people pre-war didn't learn trades or skills in a traditional way, they were programmed in. Just playing characters in a dystopic and collapsing over-teched society would be interesting enought. It would be nice to see all the things come together, the physical strain, the degrading of ability and skills, the effects of reliance on the drugs and tech to keep them up,.... morale. They all degrade as they hopefully get closer to solving the problem.
With no shortage of foes to thwart or hinder them - the League of Free Men (one world one universe) and the Autonomist (Anti-consolidation) - (Ancients or descendant of both groups also playing a role in my high level campaign) it would be a tough campaign.Plus you can have military or cult groups tied with other groups - maybe even the Final Church (heh), all trying to help or hinder the group. Some maybe even worse than the Apocalypse.
Each session would be pretty intense.
Based upon the timeline there was 1 week given to cease hostilities, yet the attack goes off only after 5 days. In almost any respect 5 days is not a week, not in a biblical sense or any other (maybe a business week? Lol). This thing has bugged me for many years.
Maybe a team did get close and the attack was launched prematurely?
Who knows?
| Michael Johnson 66 |
Michael Johnson 66 wrote:
Based upon the timeline...Hm, yeah, I didn't notice that before. I would go with your idea that someone hell-bent on destruction made sure the Apocalypse happened early when they saw that negotiations or whatnot were threatening to postpone or stop it from happening. Makes for an interesting storyline, especially of interest to your campaign idea.
| Michael Johnson 66 |
It also shows the common 1980s belief that the Soviet Union was not going to collapse before the end of the decade :P
In light of what we now know, a revised timeline might be in order, one which takes into account things like the fall of the U.S.S.R., the internet, etc. Then again, it works as an alternate timeline, and kind of has a cheesey '80s charm to it! :D
Domo arigato, Mister Roboto!
Auxmaulous
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It also shows the common 1980s belief that the Soviet Union was not going to collapse before the end of the decade :P
I think it was an either or situation. The possibility of a disintegrating empire making one last push is not unheard of.
I guess our outcome was better.
In any case WWIII in the GW timeline was small potatoes, nothing like the resource wars which occured 100+ years later.
| Michael Johnson 66 |
UPDATE: I'll be releasing a "2nd printing" of the core rules by the 30th of Jan., come hell or high water, and have been feverishly illustrating (I'm no pro, but I do well enough with pen and ink) to spice the doc up (pics of the genotypes and iconics for each class, maybe some pics of weapons/armor/gear, and whatever else I can come up with). Most likely, the rerelease on the 30th won't have any of these illustrations in it, because I don't want to delay it any more than necessary, but a later RE-rerelease will include them for those who want to see my pretty pictures. :)
The new doc will be revised according to the errata I've posted here, and I've decided that I will include the prestige classes that I have so far, and the bare bones of the Eukay setting (to be elaborated on in future supplements). As soon as the first rerelease is ready, I'll start a new thread with the link.
| Urizen |
UPDATE: I'll be releasing a "2nd printing" of the core rules by the 30th of Jan., come hell or high water, and have been feverishly illustrating (I'm no pro, but I do well enough with pen and ink) to spice the doc up (pics of the genotypes and iconics for each class, maybe some pics of weapons/armor/gear, and whatever else I can come up with).
I wasn't aware that you had drawing talents. I'd be curious to see what you come up with.
| Michael Johnson 66 |
Michael Johnson 66 wrote:UPDATE: I'll be releasing a "2nd printing" of the core rules by the 30th of Jan., come hell or high water, and have been feverishly illustrating (I'm no pro, but I do well enough with pen and ink) to spice the doc up (pics of the genotypes and iconics for each class, maybe some pics of weapons/armor/gear, and whatever else I can come up with).I wasn't aware that you had drawing talents. I'd be curious to see what you come up with.
Yeah, I'm a man of many (mostly useless) talents! ;)
| Michael Johnson 66 |
Michael Johnson 66 wrote:Yeah, I'm a man of many (mostly useless) talents! ;)Do you have any of them up on your FB portfolio?
No artwork. I think I mentioned that I'm a musician (bass and guitar) but maybe not. I am also hoping to sell a few screenplays, but there is a ton of competition. I do have a few contacts though: the guy who wrote and directed Waiting (a raunchy restaurant comedy) and Still Waiting (the not-quite-as-good sequel) is one of my best friends, and my cousin is the nanny for David and Victoria Beckhem, so hopefully they can help me get the scripts in the right hands. [Crossing fingers ...]
| Michael Johnson 66 |
I hope I don't come across as full of myself, 'cause I'm well aware that there are tons of far more talented people than myself, but since you asked, I do have some skills! You'll see that my artwork is a far cry from Wayne Reynolds or Jeff Easley. I'm more in line with Erol Otis (whose art I totally love, even though it is a bit cartoonish).
| Urizen |
I hope I don't come across as full of myself, 'cause I'm well aware that there are tons of far more talented people than myself, but since you asked, I do have some skills! You'll see that my artwork is a far cry from Wayne Reynolds or Jeff Easley. I'm more in line with Erol Otis (whose art I totally love, even though it is a bit cartoonish).
Not familiar with Erol Otis. I guess I'll have to wait & see what you produce. I don't have a lick of artisan skills so I'm in no position to critique otherwise. :D
| Michael Johnson 66 |
Michael Johnson 66 wrote:I hope I don't come across as full of myself, 'cause I'm well aware that there are tons of far more talented people than myself, but since you asked, I do have some skills! You'll see that my artwork is a far cry from Wayne Reynolds or Jeff Easley. I'm more in line with Erol Otis (whose art I totally love, even though it is a bit cartoonish).Not familiar with Erol Otis. I guess I'll have to wait & see what you produce. I don't have a lick of artisan skills so I'm in no position to critique otherwise. :D
Look up Erol Otis online, you'll see his work, and if you've been playing D&D for a long time, I assure you you'll recognize it! :)
Yeah, Rob McKittrick (Waiting) is a funny guy. We went to middle school, high school, and junior college together, partied alot in our 20s together, etc. I read his 1st draft of Waiting when I was working as a clerk at a hotel and he was -- you guessed it -- a waiter at Bennigans! LOL!