| clff rice |
Alpha World
Basic idea.
Standard midlevil world suddenly from the sky a great calamity strikes. a giant meteor Broke apart in the atmosphere the resulting radioactive slag of the meteor impacted all over the planet causing huge radioactive fallout clouds to smother and sicken the once vibrant planet.
In reality asteroid was actually a Generation ship Via Metamorphosis alpha.
Cut foreword 500 years the world is a harsh desolate wasteland, factions and fledgling kingdomes fight to resources and power. The wilds are Teaming with Monsterous mutations. The spark of mutation awakens mental powers and psychics take the roles of many of the spellcasters, The natives see this weird force as magical anyway. The players are adventurers combining the power of mutation with the might of the mind and the blade.
Now i need to invent mutated species that fill the niches of elfs dwarves and whatnot.
Psions and psychic warriors will take the place of mages and paladins.
Any other ideas to flesh this idea out. the idea is Post apocalypse midevil world. Maybe some of the strange creatures survived the crash adding a layer of weird alien beasts.
Any more ideas anyone can contribute to flesh this idea out?
| Freedom16 |
I'm going to suggest looking into gamma world for some ideas for weird monster, possibly aberrations for heavy rad zones inhabitants. Possibly introduce a faction based around the Mage VS Machine article based on the sheenchasers and Machine Colilition. Sheenchasers of the Vital League believe machines are horrors that must be destroyed while Machine Mages of the Colilition believe they can harvest the scrap from the wreakage to produce wonderful machines to serve them which is why they often are decked out in robes and laser rigs. I've used this article as well as its sequel from Dragon Magazine #258 and #270. They both have good stuff to base some small constructs/robots as well as salvaged tech devices like manipulator arms sensory arrays and much more stuff on par with magic items and even Alchemist discoveries.
You could even possibly adapt the new spells section to psionic powers, possibly write up a new class using the power point system of psionics to make a Technopath, someone who has the innate ability to command machines to some degree. Include fantastic elements of psitech even, a needler whose source of power is a psionic crystal to psimechs out of the Hyperconscious: Explorations in Psionics and material from When the Sky Falls, it has some great stuff for any cataclysmic event that has to do with space or something crashing out of the sky. These two things are 3.5 material but they can easily be converted if needed to be.
As for mutant races go with normal stuff in pathfinder like lizardfolk, gnolls, and other anthro based races to represent raised sentient mutants. Possibly toss out plant races or plant humanoids/grens from gamma world. For the idea of multiple races based on the reptile genetic chain offer feats to imitate powers/mutations to produce odd creatures or make a class to mimic the idea of mutations from feats.
| Indagare |
Hmm, you might want to consider races like the Ifrits, Undine, Sylphs, and Oreads who could be mutated humans. It depends on how monstrous you want the replacements to be, but nearly any humanoid race could have had its origins as a human.
You might also want to consider whether to use Athias for this. Though Athias is desolate for other reasons, a number of creatures there have psionic abilities. You might also want to consider whether or not some areas of the world are starting to heal, possibly by psionic druids or similar.
| clff rice |
freedom16 Thank you for your imput. there would be (Almost) No advanced tech. A few very rare peices of tech survived the crash. Wizards would be completely replaced by psychich (Need to work out some kind of psychic healer)
Indagare
As for races i was gonna just rework some of the races and replace "Magicky Stuff" With "Psionickey Stuff"
Some species that emerged from the worldly slag
Stouts Basicaly Dwarves
Lithes Basicaly Elves
Something for halflings/Gnomes (Might just squish them into one and call them shorts)
Halfbreeds would probably no be present.
Maybe one alien species that survived the crash but has degenerated to something more primitive.
Any other ideas?
| Son of the Veterinarian |
Maybe one alien species that survived the crash but has degenerated to something more primitive.
Might be fun to use the Samsaran from the Dragon Empires setting for this.
Say the crew of the ship were energy beings that jumped between cloned bodies. When the cloned bodies were destroyed during the crash the Samsaran were forced to jump into nearby human fetus' and have been stuck in a cycle of death and rebirth ever since.
Because they're no longer in their cloned bodies the surviving ship's systems no longer recognizes them and the process of jumping into human bodies scrambled their memories somewhat.
Raymond Lambert
|
Do I understand correctly? You want a world where there never was magic?
I would suggest that you allow players to use spell slot classes if they want. You can still say they are powered by psionics and not magic. They just use a different philosophy or thought patterns to project. Some prefer more long term power that is segmented, as in higher caster lever automatically increases damage. Others prefer more free flowing power with out constraints of predefined sharp edges but they have a high cost to punch hard like augmenting powers.
If you keep magic, consider the factions waring with each other. As much as I hate to say it, too many people fear what is new or what they do not understand.
Don't know how rads could effect gravity but thin tall elves could be from low gravity while dwarves with short dense bodies would be from heavy bodies.
Paladins have so little magic that I think the psionic counterpart would be a soul knife instead.
Consider different radiation from various engines and fuels of the generation ship creating different mutations. That can lead to other rules mechanics like the magic of incarnum or binding. You could try the dragon marked houses of the eberron campaign or more importantly, the game mechanics they had for those who manifested dragon marks.
Try watching a show from TNT last year called falling skies. It was about a modern day alien innovation. I think the skitters as they were called may have been a solve race themselves. Some of the alien tech may have changed people who are no longer welcome by natives while shunned by aliens for not being good enough. Heck, any mutated people may get shunned by the natives.
I eagerly look forward to returning here. Today I was listening to a podcast called the secrets of Golarion and learned that many of the Paizo staff got to influence a country. I wondered what would I have done. Post apocalypse has been my fix for a few years now so that is what came to my mind.
| Freedom16 |
If you're still looking for a psionic healer go for the vitalist by dreamscarred press, if you're still in need check the DSP SRD of their 3.5 material, theirs plenty of good stuff there to convert. As for races you got the idea down pat but include more 'mutated' races like lizard-folk or kobolds, both make good mutants native to underground caverns and swamps.
I also understand on the tech level deal, no one should be able to run around with a laser canon blowing everything us, I was just pointing out a reference for possible factions of tech breaker and tech makers.
Possible races you could toss in the mutant-alien melting pot:
Lizardfolk
Taddol
Strix
ratkin/ratfolk
Relluk
Catfolk
Tengu
etc.
Its all up to you where the line ends.
| Indagare |
Indagare
As for races i was gonna just rework some of the races and replace "Magicky Stuff" With "Psionickey Stuff"Some species that emerged from the worldly slag
Stouts Basicaly Dwarves
Lithes Basicaly Elves
Something for halflings/Gnomes (Might just squish them into one and call them shorts)
Halfbreeds would probably no be present.
Maybe one alien species that survived the crash but has degenerated to something more primitive.
Any other ideas?
Hmm, you might want to consider Talls as well - not large-sized, but close enough (7-8 ft average). Orcs/Brutes might exist as Humans who've 'devolved'.
So you'd have Stouts (3.5 - 4.5 ft average), Lithes (6 - 7 ft average), Shorts (3-4 ft average), Talls (7-8 ft average), Brutes (5-6 ft average), Humans (5-6 ft average), and ??? - the alien species could also be descriptive depending on what you want.
Do you see the Stoutes, Lithes, Shorts - and, if you want them, Talls and Brutes all coming from Human stock who were altered or do you think they are related evolutionarily to humans much like Neanderthals were, but over time lost the ability to interbreed?
How do you see animals and plants having been affected by this event?
| clff rice |
Yeah anything mostly human is going to come from mutated humans for the most part. Anything else will be anthro animals and or survived alien species.
Kobolds like creatures could be mutated lizard/snakes for example.
Plants and animals could mutate in any one of a bajillion forms from aplacations of the giant template to straight up cthulhu looking creatures.
I wan the alien to fill a niche besides being a real weirdy race. Just not sure what yet.
I Like the Brutes and the talls might mix them into one thing though.
| Detect Magic |
I really like the idea of this setting, and have an idea to share:
Perhaps the ship that crashed into the planet was a prison-vessel containing the most dangerous entities that the aliens encountered. Since they couldn't destroy these things, they locked them up. To secure them, they kept the vessel moving at all times. Though, for some reason or another they were forced to jump into hyperspeed/warpdrive, and due to the urgency could not predict their trajectory.
500 years post, some of these entities managed to escape their prison, and many of their spawn have spread across the surface of the planet. The prison-vessel would still be ground zero of a sort, with the biggest-bads hanging around inside. Perhaps some of the alien-captors have survived, attempting to manage the situation and contain as many of these things as they can.
Some of the escaped entities might fulfill the roles of gods in this setting. Locals might worship them and even derive power (psionic) from their influence (radiation/mutation).
| Detect Magic |
Say the crew of the ship were energy beings that jumped between cloned bodies. When the cloned bodies were destroyed during the crash the Samsaran were forced to jump into nearby human fetus' and have been stuck in a cycle of death and rebirth ever since.
Because they're no longer in their cloned bodies the surviving ship's systems no longer recognizes them and the process of jumping into human bodies scrambled their memories somewhat.
Keanu Reeves comes to mind.
| draco_nite |
This is sort of like my world. The history is kinda long, but TL;DR of it is: Magic once existed, empire conquers most of the known world, daemons invade the world, magic is banished from the world to get rid of said daemons. Modern technology develops over 2000 years, then nuclear war breaks out, which breaks the seal on magic. A god sacrifices himself to prevent the daemons from invading ever again. Fast forward a few centuries, large parts of the world are nuclear hellholes, and the gods have essentially banned technology from developing past a certain point, since they realized that nukes could kill gods.
Anyway, if you want, I could send you a list I compiled. The list is of monsters from the three bestiaries that look like they'd appear in a Fallout-like setting.
| Detect Magic |
Exactly! They are mutated and driven mad by the presence of these entities. Still, there might be cults devoted to these entities, obsessed with them, you might say.
Another source of inspiration would be the Ogdru-Jahad from the Hellboy universe. Rasputin was an agent of said entities; he possessed magics bestowed unto him by these aliens.
Raymond Lambert
|
I wanted to add that I heard on a podcast about post apocalyptic stuff that cat fish near the U.S.S.R. nuclear disaster Chernobyl were huge. Not due to radiation, but because they had no natural predators near the disaster area.
That podcast was through the aftermath. Sadly they discontinued the cast but they created somewhere around 45 great shows before calling it an end. I am sure you can find some influence listening to them.
| clff rice |
Yeah i imagine that such powerful beings might be revered by the insane :D. The Ogdru were clearly inspired by lovecraft as well.
What if instead of random earthlike planet it was just an alternate earth where rome fell and ushered in the dark ages, not because of the clap or the visigoths but because a giant radioactive lump of starship space slag fell on it?
| clff rice |
STOUTS
Stout Racial Traits
+2 Constitution, +2 Wisdom, –2 Dexterity: Stouts are both mentaly and physicaly Tough but lack Cordination.
Medium: Stouts are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Stouts have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hardy: Stouts receive a +2 racial bonus on saving throws against poison and disease.
Stability: Stouts receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Bonus Feat: A Stout may select From Toughness, Great Fortitude or Iron Will as a bonus feat.
Weapon Familiarity: Stouts are proficient with battleaxes, heavy picks, and warhammers. (might change this arround to some sort of regeonal thing)
Languages: Stouts begain play speaking their native tongue. (not sure how to do this yet either)
| Indagare |
Yeah anything mostly human is going to come from mutated humans for the most part. Anything else will be anthro animals and or survived alien species.
Kobolds like creatures could be mutated lizard/snakes for example.
Plants and animals could mutate in any one of a bajillion forms from aplacations of the giant template to straight up cthulhu looking creatures.
I wan the alien to fill a niche besides being a real weirdy race. Just not sure what yet.
I Like the Brutes and the talls might mix them into one thing though.
Okay. Hmm, if you go with this world as an alternate reality, and have it happen around the time of the Romans, you might want to consider how far the slag fell. There's a big difference between an alien spaceship crashing and one exploding in space. Alternately, you could have it where there was some sort of space battle and several ships from both sides fell. This could allow for two alien races and would explain why the whole world might be affected.
Then again, you could always have it be where the aliens were experimenting on humans or all life on Earth for their own reasons and created the Shorts, Talls, Lithes, and Stouts (along with some variations of plants and animals) but something unexpected happened and started affecting them as well.
Here are some things on psionics:
http://www.d20pfsrd.com/psionics-unleashed
http://www.d20pfsrd.com/psionics-unleashed/races
http://www.d20pfsrd.com/psionics-unleashed/classes
http://www.d20pfsrd.com/psionics-unleashed/skills
http://www.d20pfsrd.com/psionics-unleashed/feats
http://www.d20pfsrd.com/psionics-unleashed/equipment
http://www.d20pfsrd.com/psionics-unleashed/psionic-powers
http://www.d20pfsrd.com/psionics-unleashed/psionic-bestiary
| clff rice |
Im thinking a big ship broke up in the atmosphere and rained radioactive metal allover the world. Rome gets it the worst. Than fast Forward x amount of years.
Mutant monastery goodness medieval style. I think i want one alien race to be playable the descendants of the goodguys. The bad aliens are mostly lovecraft style demigods and plot from the shadows of the world to bring all into their maddening tentacled pseudo claws. Maybe a mini panthion of 10-20 such creatures.
I want there to be as many of the original classes as possible im trying to locate the spell less ranger but i cant seem to find him.
Maybe a bonus feat whenever they would gain the ability to cast a new level of spells.
Arcane and Divine casters will disappear. Though there might be those that call themselves priests and wizards. Their powers will be decidedly Psionic in nature.
Going to have to come up with something for healers. I can see their being a psionic healer equvilant. Maybe a Psion or wilder Prestige class or archtype that gains some psychic healing ability's at the cost of some higher level powers. An egoist archtype looks most promicing allowing the use of abilitys with the healing descriptor with a touch range instead of personal range.
Naturaly any class features that supernatural effects that cant be explained as psionic are out as well. Spell resistance is replaced by psionic resistance in creatures.
Spell like abilitys will be replace with psi like abilities.
| Indagare |
Im thinking a big ship broke up in the atmosphere and rained radioactive metal allover the world. Rome gets it the worst. Than fast Forward x amount of years.
Mutant monastery goodness medieval style. I think i want one alien race to be playable the descendants of the goodguys. The bad aliens are mostly lovecraft style demigods and plot from the shadows of the world to bring all into their maddening tentacled pseudo claws. Maybe a mini panthion of 10-20 such creatures.
If there's good guy vs bad guy aliens, then a space battle would make sense. Two ships could have fallen, and the escape pods from both carried survivors. The evil aliens would still be bent on conquering this world while the good aliens would be bent on trying to keep them from doing so. While the evil aliens kept themselves 'pure' the good ones either interbred or otherwise 'went native' to help humanity.
I want there to be as many of the original classes as possible im trying to locate the spell less ranger but i cant seem to find him.
Maybe a bonus feat whenever they would gain the ability to cast a new level of spells.
If the Ranger here is spell-less the Paladin and Bard will likely be too. Druids, Clerics, Wizards, and Sorcerers are really the only main spell-casting groups.
Bards, Rangers, and Paladins all have spells, but of a more limited sort.
Barbarians, Fighters, and Monks have abilities that get around the need for spell-casting, and you might want to look to them for ideas.
I think you can use most of the original classes (though personally I'd alter the name of the Barbarian to Berserker simply because that's what it is), and you probably could get other classes in as well, with the Witch and Oracle easily being influenced by the aliens. Inquisitors could be psionic in nature, and might even have been set up by the good aliens to root out the bad ones and their allies - though they are not above corruption or becoming misguided. Inquisitors and Cavaliers might actually be good replacements for the Paladins, especially if you have the latter be Knights.
I would probably recommend using the Psychic Warrior and/or the Soulknife in place of the Magus - both are psionic warriors. I'm not sure how the Summoners might fit in here, though their eidolons might be alien creatures of some kind.
Alchemists should still be able to work normally, though their extracts would be based on psionics. Gunslingers also ought to be able to work normally if you have them. These two, to me, seem a bit more 18th to 19th century than 5th century to 15th century, though.
Arcane and Divine casters will disappear. Though there might be those that call themselves priests and wizards. Their powers will be decidedly Psionic in nature.
In which case you may want to seriously consider the Psion class and, possibly, the Wilder class to replace them.
Going to have to come up with something for healers. I can see their being a psionic healer equvilant. Maybe a Psion or wilder Prestige class or archtype that gains some psychic healing ability's at the cost of some higher level powers. An egoist archtype looks most promicing allowing the use of abilitys with the healing descriptor with a touch range instead of personal range.
Psychometabolism does deal with healing to some degree, though not always as powerfully as a regular healer. You may want to see what psionic abilities are available for healing and then decide whether an entirely new class is needed. New psionic abilities may also be needed, or you may need to find other ways to heal characters.
Naturaly any class features that supernatural effects that cant be explained as psionic are out as well. Spell resistance is replaced by psionic resistance in creatures.
Spell like abilitys will be replace with psi like abilities.
*nods* Like I said, you might want to look at the ones available and see if they fit your needs and desires. Also don't forget when designing this that the Medieval times caused by the collapse of the Roman Empire will not be the same as the one caused by the scenario you're proposing here for a number of reasons.
| Son of the Veterinarian |
Have you thought about the Babylon 5 Technomages? Mongoose Publishing put out a d20 sourcebook for them that did a lot of the work putting the D&D wizard and his spells into future tech terms.
It's long out of print, but you can still occasionally find it hunting through your FLGS, or pick up a used copy fairly cheaply from Amazon.
http://www.amazon.com/Techno-Mages-Fact-Book-Babylon-Roleplaying/dp/1904577 881
| clff rice |
AS for the ship i was thinking giant space prison ship with the bad Cthulian cosmic horrors as the bad aliens and their prison guards as the good aliens,I figure the ship crashed cause there was a breakout, thus the one giant ship idea. Not that I'm opposed to multiple ship this is just along the lines of the original idea i had.
Thinking ill have to scrap the paladin as most of their powers seem too magical. Might make a psychic warrior that's kind paladin flavored. Magus might have to go as well.
in the ignorant (eradiated) dark ages, Psychic powers might not be recognized as such and Psions and such might be branded witches.
| Indagare |
AS for the ship i was thinking giant space prison ship with the bad Cthulian cosmic horrors as the bad aliens and their prison guards as the good aliens,I figure the ship crashed cause there was a breakout, thus the one giant ship idea. Not that I'm opposed to multiple ship this is just along the lines of the original idea i had.
Either way works, but while a single ship will cause a lot of local disasters, it's not likely going to affect the [i[entire[/i] planet. Unless there's some mutagenic substance carried by the jet stream or similar, folks far enough away ought to be largely unaffected. Of course, various escape pods and such could certainly allow some aliens to be wherever, but probably most of them would end up close to the crash site.
Thinking ill have to scrap the paladin as most of their powers seem too magical. Might make a psychic warrior that's kind paladin flavored. Magus might have to go as well.
Like I said, it really depends on what you want, but the Psychic warrior and Soulknife could be two interesting classes to add here.
in the ignorant (eradiated) dark ages, Psychic powers might not be recognized as such and Psions and such might be branded witches.
True enough, but the good aliens would likely be well aware of what's going on and may try to salvage the situation as much as they can, especially if they were prison guards. This could impact classes, with Inquisitors that are psychic warriors trained initially by the good aliens to route out and defeat the evil ones or "Mages" who are what folks call the Psion class, and so on.
You also need to determine what tech is kept. Even though the ship crashed, not everything might be lost. Certainly some of the aliens might know how to recreate some of their weapons, armor, and so on. Of course, a lot of these would be described as "magic" even though they aren't.
| clff rice |
Sure there is a place for something like mongrel men i think.
I know DM but There wont be any "real" gods to grant cleric spells. Nor will you be able to wave a magic wand and call a demon from hell.
If i include magic and gods into a midevil setting i may as well just play a vanilla game :)
Summoners may still be able to work if say they create something like a (Living) astral Construct instead of forming a pact with an edilon. Give them psychic warrior power progression with its own list of cource.
Change the summon monster ability to summon astral construct.
| Indagare |
I dont think there will be much tech if any after x years. However remnints of some techish knowledge can explain the alchemist class which would likely be rare.
Okay, but keep in mind that the real difference between science fiction and fantasy is the nuts and bolts. If there's really nothing about your setting that makes it firmly distinct from standard sword and sorcery you might as well use magic as psionics.
You might also want to check this out: http://pathfinder.wikia.com/wiki/Numeria
| clff rice |
Giant Bug mecha, wayyyy more tech than needed.
The basic flavors of the game i am envisioning are.
X-files conspiracies set against an alternate dark ages midevil period in which strange cosmic horrors manipulate the fates of mankind. Think Post apocalyptic midevial times meets Call of cthulhu with psychic powers. There may be Tech but it wont ever be much more than a plot device at times.
| Freedom16 |
You're looking for Science Fantasy then right? Try Expedition to Barrier Peaks then, its a good set up for fantasy meets science fiction and possibly Tales of the Comet. Ran both a couple of years ago for friends using the AD&D system and both have good resources to draw inspiration for a fantasy style setting dealing with off world entities and 'magic/psionic' items or tech.
I still suggest the two sheen articles from my earlier post for possible tech references even if its just for long term goals or possibly for constructs your players will face as 'demons of metal' who hail from the 'Grand Furnace' aka a piece of a space vessel that is reactor is unstable resulting in 'demonic'machines going out either sentient with strange powers on par with psionics or going out gathering resources to repair its vessel.
Also I think theirs a pathfinder version of the gamma world d20, might be some good stuff in there as well.
| DracoDruid |
Haven't read all posts, but I would suggest you DON'T include a healing psionic.
Fast healing always made D&D somewhat less dangerous. But I imagine your world as grim and gritty, so the lack of magical healing might be a great way to support this.
You might want to consider the "Skilled based Healing" rules, though.
Can't find it right now (try your search fu), but bottom line is, the healing skill can "emulate" certain cure spells, requiring a DC of 19 + 2x spell level.
Your ranks in the heal skill is your effective caster level.
Requiring a number of healer's kit units equal to the spell level.
BTW: Am I the only one who constantly thinks "Dark Sun + Aliens"?
| clff rice |
Well Alpha worls isny so bent on survival. Basicaly the dark ages wil be the dark ages but civilization didnt fall into anarchy because of the mechanitions of marauding barbarians instead the radioactive slag destroyed the center of civilization (rome) and the fallout cause mutations (I.e. Mutant creature and Psionics) in the populations. Now the aliens (Both good and bad) that hitches a ride in that lump of molten space slag are stuck here and trying to manipulate the population of earth for whatever their reasons are.
| Fleshgrinder |
Always remember the golden rule:
You can change flavour without changing mechanics.
You can take a normally magical creature and just say his abilities are now psionic.
This means you have to do a lot less conversion work overall.
Sure, mechanically they're still a caster, but your players never have to know.
| clff rice |
Lithes
Ability Score Racial Traits: Lithes are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Lithes are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Lithes are Humanoids with the elf subtype.
Base Speed: Lithes have a base speed of 40 feet.
Languages: Lithes began play speaking their native tongue. (not sure how to do this yet either)
Keen Senses: Lithes receive a +2 racial bonus on Perception checks.
Lithe Running: While frail lithes are incredible endurance runners. Lithes may run for 5 rounds per point of constitution and receive a +4 bonus on constitution checks made to continue running beyond this point.
Weapon Familiarity: Lithes are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Lithes can see twice as far as humans in conditions of dim light.