Metro 2033 Campaign?


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So I have finally finished my cycle for GMing and while I get to play some juicy good World of Midnight I need to start planning for what I'm going to run come next time. And since I wanted to try something different, I thought why not REAL different.

Metro 2033!

Looking for honesty, who thinks this is a good idea? Some things I wanted to include were:

-The cannon bad ending of the first game, the game itself I want to set in 2055 or so.

-While I don't want all of my players running around, manifesting ectoplasmic powers, I do plan to make psionics a hefty part of the world.

-Same with anomalies, which I want to be the precursor to magic found in other settings. I will probably use the new Riven Mage [call it a different name, like Weird] to represent people with innate or learned abilities with anomalies.

-I want a major fight to have taken place between the Reds and Nazis, resulting in the metro being split in two as the middle has become breached with toxin. The new no-man;s land is called the Midway.

I am still fishing for a plot to build things around. I was thinking of some kind of cult who is using anomalies to wipe the Metro 'clean' for their glorious tomorrow.

Thoughts anyone?


Nice. I have ran a Weird War I/II campaign before.

Strangely a 3.5/d20 Modern Source Book set would fit perfectly for this...

In fact I have the rights to them now that the company is defunct... Don't ask...

I can probably provide you with some of the information.


Azaelas Fayth wrote:

Nice. I have ran a Weird War I/II campaign before.

Strangely a 3.5/d20 Modern Source Book set would fit perfectly for this...

In fact I have the rights to them now that the company is defunct... Don't ask...

I can probably provide you with some of the information.

Can you please? I'd love to hear any recommendations; I am in no hurry.


Basically, Full Automatic and Capacity are included for the Firearms.

Full-Automatic, more of a burst fire, used three Rounds for each attack and for a single attack roll you dealt 3x the damage dice but had a -2 penalty. Or you could fire single fire without the penalty for standard damage. On single fire it has Misfire 1 on Full-Auto it is 1+1 for each additional attack roll.

It used a Piece Meal Armour system using Body Armour and such. I can't find the info right now as it has gotten lost in my transition to a new laptop...

Note: This is more for Military or Post-Apocalyptic scenarios. It actually had odd pricing as firearms were meant to be found and taken rather than bought. and it used CP values for everything. It didn't has SP, GP, or PP.


Point seen. I like the firing mechanics very much, will probably employ.

In Metro, military grade cartridges are both powerful and currency. How should I implement this? Should cartridges be more powerful than dirty rounds, ammo made in the tunnels, or should dirty rounds just give penalties?

And on psionics, like I said, I want to keep it as a player option but I want to have a way of discouraging flashy powers. Any suggestions (without right banning them) ?

And finally any ideas for new mutants? I'll have more variants of nosalises to shake a stick at, as well as have very troll like librarians. But I want new things to bring to the table, monsters of the Apocalypse to make my players shudder.

And yes, I am going to dip into S.T.A.L.K.E.R. for mutant ideas; I still need more.


Maybe make Military Grade Cartridges Masterwork Ammo.

Ah my files support that as Military Grade Ammo is Masterwork. Civilian Grade is non-masterwork.

Oh I discovered what I stated before was 3-Burst. There is a 5-Burst that does 5x damage but imparts a -4. 5-Burst increases the Misfire by 2 for that round of shooting. Full-Auto is only available on some weapons and takes a Full Attack but you make an attack at your full BAB and if you hit you keep making additional attacks with a cumulative -1 per additional shot.

Also it adds an Overwatch Action which is a Full-Round Action and makes you take a Standard Attack against anyone who comes into the Area you mark. It is a 15-foot wide line n front of you. Unfortunately it even activates against Allies unless you know they are going through that area.

Clips come in 20 & 30. Drums come in 50 & 100 rounds.

Inner Sea Bestiary has a Mana Wastes Mutant Template that might fit. It also has the Robot Construct Subtype.

Half-Ogre also fits. Basically any re-fluffed template could work.


Librarians seem to be more of a hazard than a monster since they will pulp you if you mess up.


Andrea1 wrote:
Librarians seem to be more of a hazard than a monster since they will pulp you if you mess up.

Funny. But I see your point. Librarians still attack though.

Masterwork ammo seems appropriate but not tempting. I don't see many player mulling over shooting normally or at +1 at the cost of their money.


Funny. But I see your point. Librarians still attack though.

Masterwork ammo seems appropriate but not tempting. I don't see many player mulling over shooting normally or at +1 at the cost of their money.

you could have regular bullets have a penalty to attack and damage maybe -2 for each and have military grade ammo have a + 2 to attack and damage to show that they are expensive and useful and have to choose either dirty bullets which have penalties or expensive military grade ammo.

Lantern Lodge

Could give military grade a piercing quality...


brad water wrote:


Funny. But I see your point. Librarians still attack though.

Masterwork ammo seems appropriate but not tempting. I don't see many player mulling over shooting normally or at +1 at the cost of their money.

Quote:
you could have regular bullets have a penalty to attack and damage maybe -2 for each and have military grade ammo have a + 2 to attack and damage to show that they are expensive and useful and have to choose either dirty bullets which have penalties or expensive military grade ammo.

Not a bad idea; should be tempting enough.

Quote:
Could give military grade a piercing quality...

And what do you mean by piercing quality? As the Core?

Lantern Lodge

Basically increase the damage on a crit or make a crit more likely because its more likely to go through armor or whatever. You could couple that with the masterwork suggestion. 18-20/19-20 or x3/x4 crit would make that plus one more valuable.


Othniel Edden wrote:
Basically increase the damage on a crit or make a crit more likely because its more likely to go through armor or whatever. You could couple that with the masterwork suggestion. 18-20/19-20 or x3/x4 crit would make that plus one more valuable.

Sounds good. I think I will take this route.

Now any opinion on how to handle psionics? Or plot ideas? I was thinking maybe involving some kind of brainwashed cult, but have yet to flesh the idea out. And should intelligent mutants be included? Besides the rare homo novas, I thought that most mutant creatures, mainly nosalises and librarians, could have a rare 'awakened' member who is still stupid but troll smart [Int 6 or so]. Not common individuals, maybe one in every thousand. Just smart enough to coordinate the hordes of dumb ones.

Sczarni

Go play shadowrun?


Actually tried to; got shot down by every group I know. They all said it sounded stupid.

Sczarni

Well the system is much better suited for doing this thant d20 is imo.


Maybe, and actually I agree. However, the group who I intend to have play this is very anti-learning. Introducing a few house rules and mechanics to Pathfinder will be something they can handle. The very reason they have turned away Shadowrun, as well as World of Darkness and GURPS, is because it ins't d20 or the 40k d100 system.


Wow...

Lantern Lodge

I get it. Learning a new system can be quite time consuming and uncomfortable. If they like how those systems feel, then you should use them. System is only an efficiency in running a game, and you can probably delve in much quicker with them knowing the rules.


Isn't There a Modern Heroes supplement for Pathfinder?


Azaelas Fayth wrote:
Isn't There a Modern Heroes supplement for Pathfinder?

Yes, but from what I have heard it's not very good. Actually, after realizing Super Genius Games had their Anarchistic Adventure classes for Pathfinder I am feeling pretty confident class and gun-rule wise.

Now, from Paizo, I will be banning sorcerers, wizards, witches, druids, clerics, and pretty much any other real caster you can think of. Rangers I will keep, of course under the ground they pick a no spellcasting archetype [I have plenty]. Paladin's I am still considering, with them getting the same treatment as the Ranger, though I doubt anyone will actually want to play one. Alchemists I am thinking of keeping as is; good or bad idea?

So for now the definite classes are fighter, rouge, monk, barbarian, cavalier [on MOTOR BIKES?!], gunslinger, spell-less inquisitors, weirds [Riven Mages], and this list is still being expanded.

I still need suggestions for psionic rules. Should I go with Dreamscared, taking the soulknives as they come or adopt my own rules? And the Amethyst classes [Sapper, Medic], seem compatible for Metro?


Alchemist would be fine.

The Spontaneous Spellcasters could be described as a Psionic users.

What gun rules are you using?

Amethyst? Also I would just mock up casters as Psionics.

And now I want to make a Biker Cavalier/Paladin based on Ghost Rider.


Azaelas Fayth wrote:

Alchemist would be fine.

The Spontaneous Spellcasters could be described as a Psionic users.

What gun rules are you using?

Amethyst? Also I would just mock up casters as Psionics.

And now I want to make a Biker Cavalier/Paladin based on Ghost Rider.

LOLs for Ghost Rider paladin.

I could keep spellcasters around for psionics but that doesn't seem to fit to me. Besides I have a lot of books for psychics in RPGs I don't want go to waste; I just don't want all of my players picking overtly flashy things. The Dark Ones from Metro were highly psychic, capable of flooding the tunnels with psychic phenomena; yet it was never 'flashy, ectoplasmic summons', rather it was brainwashing entire settlements, commanding hordes of vermin, and creating phantasms that kill.

Super Genius has a series of classes available for more modern settings: the Enforcer, Tough, Investigator, Lumient, and Daredevil. Each class PDF also includes new materials. The Enforcer, upon getting it yesterday, has a lot on modern guns and Super Genius's take on firearms in general. It's similar to Paizo's yet different enough to be better in my opinion. Like guns are overrated, hit for AC like normal stupid!

Amethyst is a campaign setting recently re-released for Pathfinder. It's basically a post-Apocalyptic Earth recovering from tech destroying magic rushing back into the land. Humans desperately live in closed off cities trying to hold back the new magic creatures in the land to preserve their computer filled life. The setting is 'meh' in my opinion, their weapon rules too crazy [each weapon basically goes by different rules], and their classes as are do not mesh well with basic Pathfinder. But a quick remodeling and they work fine, so I was hoping someone could give me their opinion of the Amethyst classes for Metro.


Hmm I am curious about SGG's Firearms now...


Definitely look into it. SGG's take is, yes they are weapons, but no more dangerous than a sword or spear is [at least in gaming]. Guns are basically given high crit ability and damage, have a variey of weapon bases [small carbines, large carbines, etc.], and guns can be made to do +# to damage if you have the strength for it. I'm not really how much I can say, so I just recommend picking it up sometime.

Also, Amethyst: right here


Wait you add your strength to it?

And the system I have body armour applies to all firearms except ones that have the Heavy mundane Property in which you gain half you AC bonus. And they Target Normal AC.


No, you don't add your strength. It works like this:

Say a gun does 1d10. You buy special rounds that have it become 1d10+3. Now, if you have a Str of 16 or higher you are fine, as the weapons kickback won't effect your aim. But say you Str is only 13. You take the difference between the extra damage and your strength score as a attack penalty. -2 in this case.


OK that makes more sense.

And actually is a system used in d20 Modern.

The one I am planning to use is DEX can be applied to Damage if you take the Warrior Class.


Seems fair.

Now, I still need a plot.


The PCs are tasked with finding an Artifact left over from Pre-Devastation times. It is the only way to save their faction...

Great I just summed up the first 2 Fallout Games. And maybe Metro and such.


Azaelas Fayth wrote:

The PCs are tasked with finding an Artifact left over from Pre-Devastation times. It is the only way to save their faction...

Great I just summed up the first 2 Fallout Games. And maybe Metro and such.

Heh! Fallout, yes. Not Metro though. In the first game you are on a quest to get to Polis and end the threat of Homo Novis, the next step in human evolution. After all, if something is dangerous you kill it, right?

But anyway, getting an Artifact for their Station could work. But what? Maybe an air filtration system? Nah, too much like Fallout. Something else.


They are sent to collect the plans and parts for a Radiation Scrubber. Then they are sent after plans and parts to build a Nuclear device to destroy a Key Mutant Hive.

Wait is it Metro/S.T.A.L.K.E.R. that has hives?


Azaelas Fayth wrote:

They are sent to collect the plans and parts for a Radiation Scrubber. Then they are sent after plans and parts to build a Nuclear device to destroy a Key Mutant Hive.

Wait is it Metro/S.T.A.L.K.E.R. that has hives?

No idea. Doesn't sound familiar to me.


Meh, I have been playing a lot of Prototype and re-playing the old robotech games it might be from them.

Hmm, wonder if one could make a Good Zombie/Prototype-esque campaign...


I am sure it can be done.


Ah that is a good weaker grunt mutant. The different types of zombies. Especially something like the Plague Zombie.


Anyway, moving on- some skills will need to be changed.

I am thinking a couple of the knowledges can be replaces with more modern ones. Biology, chemistry, and physics taking the place of Arcane, Planes, and maybe Religion. And I intend for Spellcraft to be given a new identity, something to do with anomalies. Something like Pseudo-science or similar; ideas?


I would keep Religion. Think of the Priest from the Metro 2033 trailers.

Craft(Alchemy) can be made into Craft(Chemistry).

Spellcraft... Hmm, I am not sure... I know most Psionic Rules use a Skill called Psicraft.


Priest? You mean Khan? I love that guy!

A yes, Psicraft, a possibility. But what then for anomalies? :)


Knowledge(Pseudo-Science) or Knowledge(Science)


Fine with me.

Well I do believe I am set- time to start putting this thing together.


Mind putting up a Google Docs of it?


I will consider it.


Please and Thank You...


OmNomNid wrote:

So I have finally finished my cycle for GMing and while I get to play some juicy good World of Midnight I need to start planning for what I'm going to run come next time. And since I wanted to try something different, I thought why not REAL different.

Metro 2033!

Looking for honesty, who thinks this is a good idea? Some things I wanted to include were:

-The cannon bad ending of the first game, the game itself I want to set in 2055 or so.

-While I don't want all of my players running around, manifesting ectoplasmic powers, I do plan to make psionics a hefty part of the world.

-Same with anomalies, which I want to be the precursor to magic found in other settings. I will probably use the new Riven Mage [call it a different name, like Weird] to represent people with innate or learned abilities with anomalies.

-I want a major fight to have taken place between the Reds and Nazis, resulting in the metro being split in two as the middle has become breached with toxin. The new no-man;s land is called the Midway.

I am still fishing for a plot to build things around. I was thinking of some kind of cult who is using anomalies to wipe the Metro 'clean' for their glorious tomorrow.

Thoughts anyone?

Not so different, sounds alot like Shadowrun to me.


I really need to try and get a hold of Shadowrun...


It's a great system... if you can find players.


Used to play ALOT of it between 1996 and 1999...it was great even then. Grabbed 4th edition in 2006 and didn't like it as much, old school was better.


Conundrum wrote:
Used to play ALOT of it between 1996 and 1999...it was great even then. Grabbed 4th edition in 2006 and didn't like it as much, old school was better.

All I have ever seen is 4th Edition. What makes it poor compared to old school?


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2nd and 3rd just had a "feel" to them, the mechanics were more straight forward and things were easier to locate in the book.

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