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| #1horst327Mar 20, 2009 8:23:35 | Hi folks, first of all, I´m no native speaker to the English language, so please excuse any mistakes you find ![]() I need your help to develop my world, NPC´s and locations after playing the (in)famous RPG Fallout 3 for a while now (got the mainquest til the arrival in little lamplight ) and considering the fact, that I´ve always have been a huge fan of postapocalyptic settings, I´ve decided to start a new campaign with my role-playing folks round here, inspired by the game, influenced by anything else I (and maybe YOU! (feel the finger pointing at your face ;) ) could imagine. I´ve read through many posts here, giving a few ideas and setting a glimpse, but all of them lacked a thing or two I want to incorporate into the world..... I will now give you an idea, how the world (roughly) should look or better feel like, putting up some ideas I want to have in the world at all costs, but I want to let the community and everyone contribute their ideas, work on the details and commit their improvements to me. So first start off with the house-rules I´m gonna use, I will use a variation of D20 Modern, with some elements of D&D 3.5, with some adjustments made, inspired by D&D and the old D20 Star Wars. - I´ve decided to create new classes that feel more like DnD, with Saves, Defense Bonus, reputation modifier and the like. First thing new is, that I dont use Base Attack Bonus in the way the D20 system uses it. First of all, weapons are divided into weapon Groups, and every character class gets a few Weapon Group Skill points per level, depending on how theyre focused on combat. I will have Weapon Groups like Melee - Unarmed, Small Weapons, Big Weapons, Staff Weapons, Ranged - Pistols, Shotguns, Rifles, Thrown Weapons and the like..... The Combat-focused class in my setting, the Soldier and the Mercenary (inspired by DnD Barbarian) will get 5 and respectively 4 weapon skill points per level (not being multiplied at 1st level ) Im not sure yet, if those Weapon Skill points should be convertable to normal skill points The classes I want to put up are currently: Agent, Hunter, Gunslinger, Soldier, Mercenary, Rogue, Craftsmen, Scientist, Spokesman I will lay focus on the Craft and Knowledge skills for the characters, to further encourage roleplaying. - I eliminated a few skills , Research and Gather Information, I feel these skills take away the roleplaying factor at information gathering, and combined a few skills, so Listen and Spot get combinend to Alertness, Balance and Jump got into Acrobatics. For the campaign world, I think about a more-or-less detailed area of about 200 by 200 miles. The clue about this is, that it is not clear where in the world this area is, the people have forgotten it, since the first accidents about 300 years ago. The PC´s will grow up in a small, reinforced settlement with about 2000 inhabitants. This settlement is one of three civilized sites the PC will know about in the beginning, the other two settlement trade with the PC´s hometown and therelike, but lay in some wild, dangerous areas, filled with monsters, so going there is an adventure alone, or at least for such low level chars. There should be some major groups operating in the wastelands, each one targeting another goals. - First of all, there should be a large bio-chemcial company which is more involved than anybody knows. In the course of the campagin, the PC´s will be given hints, that the companys founder looks suspiciously like the current CEO of the company...(yes it should be the same man) The Company (I dont have a name, yet) will be experementing with the combination of a bio-weapon virus with atomic radiation. The Company will have access to a large personal strike force (or army ;) ) - A large thieves guild, led by unknown leader only known as the "Gray Wolf". All the beggars in some of the major settlements answer to him, and he should be informed about nearly everthing in the wastelands. - A small group with yet unknown goals and , which has access to energy technology and is shed in mysteries. Robots, Cybernetics and energy weapons will be in the campaign, but only the highly reputated and etablished organizations will have and (possibly not ) grant access to such technology. So what do you think, any ideas and everybody feel free to create and flesh out NPC´s and Locations... |
| #2elondirMar 20, 2009 9:55:37 | Sounds cool! I did a D&D campaign that used d20 Modern/future items, set 24000 years after a PL 8 civilization (just a colony, otherwise the world would be a ruined ecumenopolis) fled dropping everything because a gamma ray burst hit the world, vaporizing 50% of all lifeforms and causing spontaneous mutations in most of the surviving creatures, which eventually stabilized into D&D. Essentially the burst caused a change of basis in the globally curvilinear but locally orthogonal metric of the 26 dimensional hyerspace, including the curled up ones. In the wake of the burst, the superspace experienced rapid fluctuations as the energy from the burst permeated spacetime (including the curled up dimensions), causing a slight transference of energy fields from dimension to dimension. Magic is the manipulation of these energies, which are now much more accessible than before. The world regrew much more rapidly than expected from the mass extinction thanks to an influx of dark energy (as in scientific dark energy, not evil energy) from the positive energy plane, which is a curled up dimension of superspace that dictates life energy fields. The negative energy plane is the same dimension as the positive one, and forms a bipole similar to a magnetic field. The magic field is much more complex, being octopolar - each school of magic can be though of as analogous to electric charge or quantum chromodynamic color. Therefore the underlying math is much more complex, and is understood better in its application than the underlying physics, much like pre-thermodynamic steam engines. Epic spellcasters know the math and know how to apply it with accuracy and precision. The outer planes (and also demiplanes) are explained as bubble universes where the M-branes have fully separated in ordinary 4-dimensional spacetime, but are still accessible via the dimension describing plane shift magic. The Far Realm is particularly inaccessible, with most conduits being one-way and sporadic. Travel there is generally accessible only to epic spellcasters who can predict these fluctuations. Transitive planes like the Ethereal and Shadow are actually just elevated states of awereness and perception, and the ability to move along certain directions orthogonal to fourspace. Sorry for going off on a long tangent like that. Anyway your campaign sounds really cool! |
| #3horst327Mar 21, 2009 14:51:39 | My first draft of the Hunter class for my setting: The Hunter : Hit Die: d 8 + Con modifier per level; 8 + Con modifier at 1st level Skill Points: 6 + Int bonus per level (+1 for being human, if human ) ; x4 at 1st level Weapon Group Skill Points: 3 per level Starting Proficiencies: Armor Proficiency (light); Weapon Groups (Unarmed (Str), Light Melee Weapons (Dex), Exotic Ranged Weapons (Dex), Pistols (Dex), Rifles (Dex), Thrown Weapons (Dex) Class Skills: Alertness (Wis), Climb (Str), Concentration (Con), Disable Device (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge – Geography (Int), Move Silently (Dex), Navigate (Int), Ride (Dex), Search & Tracking (Int), Survival (Wis), Swim (Str), Treat Injury (Wis); Drive (Dex) or Pilot (Dex), choose one Class Level Max Attack Bonus Fort Save Ref Save Will Save Class Features Defense Reputation Bonus 1st +1 +0+2+0 Hunter Talent, Stay Cool+1 +1 +0 2nd +1 +0+3+0 Bonus Feat +1 +0 3rd +2 +1+3+1 Hunter Talent +1 +0 4th +3 +1+4+1 - +2 +1 5th +3 +1+4+1 Bonus Feat, Stay Cool+2 +2 +1 6th +4 +2+5+2 Hunter Talent +2 +1 7th +5 +2+5+2 +3 +2 8th +6/+1 +2+6+2 Bonus Feat +3 +2 9th +6/+1 +3+6+3 Hunter Talent, Stay Cool+3 +3 +2 10th +7/+2 +3+7+3 Sniper Shot +4 +3 Sniper Shot (Ex): May take two full actions to take a -8 penalty (-6 with Dead Aim) on attack roll in to target specific area. While targeting, may not take move actions, even not a 5 foot step. Deal +1 die of damage, double threat range, and if damage excedes Damage Threshold by more than 5, targeted body part is considered crippled and useless. To heal that condition, you must succeed first at a Knowledge – Medicine DC 17 check and then at Treat Injury DC 20 check. The recovery needs at least 3 days. Stay Cool (Ex): The Hunter´s bonus to Will saves to stay cool in combat. Default DC is 10 + 1 for each consequitive round of combat. Talents: A Hunter has access to the following talents: Sneak Attack Adds +1d6 to Sneak attacks (limit: 2) Speed Talent I: Benefit: Increases speed by 5 ft. Speed Talent II: Prerequisites: Speed Talent I Benefit: Increases speed by 10 ft. total Speed Talent III: Prerequisites: Speed Talent II Benefit: Increases speed by 15 ft. total Hunter´s Step Talent I Benefit: The Hunter´s movement is not hindered by any terrain modifications, thus his landspeed is never reduced due to complicated terrain. Hunter´s Step Talent II Benefit: The Hunter is able to track while moving at normal speed without any penalties. While moving at double speed, he suffers only a -5 penalty to his Tracking check (instead of -10), while running, he suffers only a -10 penalty (instead of -20) Hunter´s Step Talent III Prerequisites: Hunter´Step I or II Benefit: Grants the Trackless Step feature Shrug It Off Talent I Benefit: If the Hunter suffers enough damage to exceed his damage threshold, he gets a +2 bonus on his Fortitude save to resist the effects of massive damage (i.e. avoiding to drop to -1 hit points). Shrug It Off Talent II Prerequisites: Shrug It Off Talent I Benefit: Grants the Hunter a damage reduction of 1/- . Shrug It Off Talent III Prerequisites: Shrug It Off Talent II Benefit: If the Hunter suffers enough damage to kill him, he may make a Fortitude save at DC 20 get his hit points back to – 1 , being stabilized and avoiding death. This may be used once per day. Bonus Feats: Alertness, Animal Affinity, Athletic, Combat Reflexes, Dodge, Advanced Dodge, Mobility, Endurance, Great Fortitude, Guide, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Low Profile, Quick Draw, Run, Stealthy, Toughness, Two-Weapon-Fighting, Improved TWF, Weapon Focus, Agile Riposte, Blind-Fight, Brawl, Improved Brawl, Combat Expertise, Improved Disarm, Improved Trip, Power Attack, Cleave, Dead Aim, Sniper Shot, Far Shot, Point Blank Shot, Precise Shot, Quick Reload (Rifles), Mounted Archery, Mounted Combat, Surface Vehicle Operation Starting Equipment: Sample Hunter: |