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Author Topic: Therafter Out of Game Discussion  (Read 76879 times)

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Online valadaar

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Therafter Out of Game Discussion
« on: July 10, 2013, 09:17:04 PM »
No one knows exactly what happened, little that it matters.  We know the world died that day - almost.
Perhaps it was the Rapture, and we were all left behind.  We are certainly in hell now.


Looking for interest in an RP set in a post-apocalyptic world.  Influences - Fallout, Gamma World, Bioshock, Cosmic Age.

Game System - Custom  (Fallout 3/D20/rolemaster) but rules light, even with the Rolemaster influence :P

This will not start immediately - looking for interest before investing too much time into it.



« Last Edit: August 01, 2013, 07:39:51 AM by valadaar »
   
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Offline caesar193

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Re: Therafter
« Reply #1 on: July 10, 2013, 10:09:37 PM »
Count me interested. Do you have anything in mind about the basics of the setting? Specifically the apocalypse: nuclear war, zombie virus, or otherwise.

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Re: Therafter
« Reply #2 on: July 10, 2013, 10:19:41 PM »
Most certainly human initiated WMDs. Not zombie apocolypse.
   
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Offline caesar193

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Re: Therafter
« Reply #3 on: July 10, 2013, 10:52:14 PM »
Human WMDs? Hmm... what would be kind of cool would be a human-engineered plague that wipes out most of the world's population. Not a zombie-virus, but like the black plague. And then production and transportation were wrecked, plopping the survivors into small communities that struggled for existence. Fear that the plague mutated and uses strangers as a carrier would keep the communities insular, and exile would be the most feared punishment. Then we as the PCs could get exiled, and we'd have to survive in a land that kept us away at gun-point. And winter's coming on...

Of course, its your call. I probably, as the player, have too much influence on your GMing and scenario decisions.

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Offline Gossamer

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Re: Therafter
« Reply #4 on: July 11, 2013, 04:57:49 AM »
Humans, mutants and cyborgs? Like in Fallout?
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Re: Therafter
« Reply #5 on: July 11, 2013, 07:26:54 AM »
" Influences - Fallout, Gamma World, Bioshock, Cosmic Age.

Game System - Custom  (Fallout 3/D20/rolemaster) but rules light, even with the Rolemaster influence "

So yes, like Fallout :)

I was also thinking that like Fallout, the game would be taking place long after the fires died down and some life had time to recover - and mutate of course :) Part of what made Fallout cool for me was how the various isolated pockets of people would change over time.






   
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Re: Therafter
« Reply #6 on: July 11, 2013, 08:13:54 AM »
Mkay... I like the Fallout universe, played the first three games or so. I am interested then.  :)
(Gets to work on a mutant cyborg panda).
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Re: Therafter
« Reply #7 on: July 11, 2013, 09:03:45 AM »
Well, I was planning on setting in North America, so pandas are going to be rather few and far between... Most of the big cities which would have hosted Panda's would also have been targeted for special attention.

Also, Humans are the 'base model' for PC's - things more powerful are going to need balancing characteristics in their concept that will frequently apply. A cyborg panda would have a good one - a difficulty in not getting killed the second it came into view of an enclave other then where it came from.

Like war, people don't change, and visible freaks will have a very hard time.

Typical post-apoc tropes will apply here - Humanity's tech level was somewhat higher then our own at the time, on par in many ways with Scras's Cosmic era without the metaphysical aspects.   Robots and Cyborgs are going to be carefully handled - they played a big part in the event.  Internal cybernetics are not likely to be a problem, but those more machine than man are going to have a hard time of it as well.

Biomodification, 3D printing, decentralized power systems (solar), portable high-density energy storage all have made their mark on this world. Many 'freaks' were created even before hell broke loose.

That said, players are not going to be well equipped at the start - if they have firearms than ammo will be precious.  Cybernetics would be 'inherited' in most cases - new cybernetics are not being made anywhere that the PCs are aware of.

I'll draw up more detailed guidelines if we can get enough players. I'd like 4 to start with and so far we have two.














   
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Offline Gossamer

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Re: Therafter
« Reply #8 on: July 11, 2013, 09:24:35 AM »
I love that you made the same mistake I did a few hours ago. XD

"Weird Al" Yankovic: Off The Deep End - I Was Only Kidding


But that's still good to know.  :D
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Offline Kassy

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Re: Therafter
« Reply #9 on: July 24, 2013, 07:11:44 AM »
Count me in.

ToG seems to have gone back to sleep.

Although it's been a while, (3 years iirc) since I last played Fallout 3 I still remember roughly what happened. Also gave FO New Vegas a try.

I haven't played any of the other systems you've mentioned but I'll take a look at some wiki's to bring me up to speed.

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Re: Therafter
« Reply #10 on: July 24, 2013, 09:06:33 PM »
It is inspired by Fallout, but adherence to any of the timelines/events will be purely coincidental :)

Welcome aboard.


   
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Re: Therafter
« Reply #11 on: July 27, 2013, 05:30:09 AM »
Glad to finally be taking part in something again, and return to the site.

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Re: Therafter
« Reply #12 on: July 28, 2013, 07:04:46 PM »
Therafter

Character Generation

Basics and Ability Scores per Pathfinder rules. All attributes to be generated via point build + 1d6 bonus points to apply to one stat. Superhuman values are allowed and attributed to mutation.

Races

Humans
Ghoul
Ghouls are a mutation that affects around 5% of all wastlander births. Treated as Undead

Species Traits
Size: Medium Undead Humanoids
Lifespan: The brain starts to rot after 80 years, and loses 1 INT point every ten year until the creature is a mindless undead.
Attribute Modifiers: No Constitution Score, -4 CHA (1 point minimum).

Base Speed: 20ft
Special Qualities: A ghoul possesses all undead traits, ghouls are immune to radiation.

Mutants

Subject to discussion. Starting community is very humanocentric, but there may be options for mutants to be used.  Mutations can replicate spell-like powers and the like,
though obvious physics-benders would likely be rejected.  Ideally mutants would be a re-skinning of an existing race and must have no level adjustments - at least during the early days of teh campaign.  Once average party level is high enough, mutants with non-zero level adjustments could be considered.


Classes

Barbarian
Fighter
Monk
Rogue
Ranger   (Spells are replaced with bonus feat every 3rd level)


Skills

Acrobatics   Dex*
Appraise   Int
Bluff      Cha
Climb      Str*
Craft      Int
Diplomacy   Cha
Disable Device   Dex*
Disguise   Cha
Escape Artist   Dex*
Handle Animal   Cha
Heal      Wis
Intimidate   Cha
Knowledge (engineering)   Int
Knowledge (geography)   Int
Knowledge (history)   Int
Knowledge (local)   Int
Knowledge (nature)   Int
Knowledge (tribal culture)   Int
Knowledge (religion)   Int
Linguistics   Int
Perception   Wis
Perform      Cha
Profession   Wis
   Gunsmith
   Blacksmith
   Other Blackpowder era professions available.
   Electrical (rudimentary - basic wiring and understanding of chemical batteries.)
   Mechanic (basic - simple 4-stroke engines. Modern computer-dependant machines are a no-go)
Ride      Dex*
Driving      Dex
   There are some, but again extremely rare, operating land vehicles. Those PCs would have encountered are dreadfully old beaters converted over to Alcohol.
   Boats with functional outboard motors (again converted to alcohol) are more common.
Sense Motive   Wis
Sleight of Hand   Dex*
Stealth      Dex*
Survival   Wis
Swim      Str*

Feats/Perks

Core non-magic feats available as well as ...

Fallout Perks

See http://fallout.wikia.com/wiki/Fallout_3_perks

Some will require adaptation to D20 - a lot can be used directly with 5% = 1 on D20 scale.

Also

Emplaced Weapons   Proficency in large implaced weapons, not available at campaign start
Energy Weapons      


Traits

Characters start with 2 traits per standard Pathfinder rules.


Equipment

Starting off, PCs may select a reasonable number of Blackpowder tech items or lower. Armor will be limited to makeshift types only - the local village does not have a blacksmith skilled enough to produce proper armour.
Makeshift armour is 2 points lower in protection, but 'free'.
Weight carried, while not meticulously tracked, will be considered, and so selection of equipment should reflect this.

Firearms are limited to either those purpose-built for blackpowder (muskets, older bolt-action rifles) or more modern weapons retooled for blackpowder. These conversions are somewhat unreliable but ammunition is far less scarce for such weapons.  Automatic weapons are not available at this point.

Functioning Electronic devices are very rare.



Better items exist, but very rare in the starting area.


Local Knowledge

The starting village is a place known as Kenebac, a sparsely inhabited region heavily forested.
The Long Road extends east to Raider lands and south west is the ruined city of Stonehammer,
populated mainly by Neo-royalists.  Northwards are the Deathlands, where mechanical monsters make life difficult.
Southward is Grey Fields, another somewhat neutral community that lies between Kenebac and the Sea.


History

Very few remember a time before the Fall. Most people are young and their parents do not live very long. Life is hard, brutal and everyone is fenced in by fear and by hostile neighbours. Maybe someday this could change, but today, today is a challenge.


http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/weapons.html#rangedweapons

Characters get 2 background pics from a list I am currently working on, which will include such things as special equipment, companions, skills , etc.

Mutations also are on the docket.


A little disorganized, but something to get the thoughts on characters going.  Starting region is a lot greener than the typical Fallout setting, as nuclear weapons played a smaller than 'normal' role in the apocalypse.
« Last Edit: July 29, 2013, 01:44:10 PM by valadaar »
   
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Offline Gossamer

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Re: Therafter
« Reply #13 on: July 29, 2013, 06:08:50 AM »
Do the perks replace traits? How will Knowledge (nobility) work, is it just for the local leaders?
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Re: Therafter
« Reply #14 on: July 29, 2013, 07:24:09 AM »
Didn't really edit the knowledge list too much, so Nobility can be ignored - replace with Tribal Culture if you would like.

As for perks - I am considering the Fallout perks to be equivalent to Feats. Traits can be used from the core rules - characters may start with 2.





   
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Re: Therafter
« Reply #15 on: July 29, 2013, 08:14:06 AM »
Note- I am updating the main post below as time allows and as questions draw me into the appropriate discussions :)
   
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Offline Kassy

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Re: Therafter
« Reply #16 on: July 29, 2013, 11:16:50 AM »
I have no experience with the Pathfinder system. Would it be ok for me to send you a PM with a few character ideas upon which you could 'roll up' the PC?

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Re: Therafter
« Reply #17 on: July 29, 2013, 11:37:15 AM »
Absolutely.  Its pretty darn close to 3.5 edition D&D.

I'll be posting stat generation details tonight.
   
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Re: Therafter
« Reply #18 on: July 29, 2013, 06:42:44 PM »
Okay, going with a 25 point buy system (see http://www.d20pfsrd.com/basics-ability-scores/character-creation, section 2).

Once thats done, pick a stat, roll 1d6 in chat, and add it to a stat of your choice, the choice made _before_ the die roll.

Note humans get an additional +2 to one stat above and beyond the bought stats.
   
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Re: Therafter
« Reply #19 on: July 30, 2013, 08:33:38 AM »
Don't have enough time tonight so I'll get on it first thing tomorrow.

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Re: Therafter
« Reply #20 on: July 30, 2013, 08:01:56 PM »
Ill be moving this to the Therafter board.
   
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Re: Therafter Out of Game Discussion
« Reply #21 on: August 01, 2013, 07:40:08 AM »
This thread is intended to capture all of our discussions, whether about game events, rules, equipment and the like.
The Equipment, Rules and Setting Notes are intended for reference information.

So, we begin our discussions here, and rule changes and the like will be reflected in the appropriate topic :)

No actions required on your part apart from addressing all new questions/requests here.
   
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Offline Gossamer

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Re: Therafter Out of Game Discussion
« Reply #22 on: August 01, 2013, 02:18:05 PM »
To ease things for the GM, we could arrange to know one another already in one way or the other. I've prepared some Fiasco style relationships for inspiration.

Relationships (1)
1. Romantic
2. Acquaintances
3. Friends
4. Couple
5. Linked by blood ritual
6. Roommates
7. Two sides of a love triangle

Faith (2)
1. Worships the same diety
2. Confessor and sinner
3. Apprentice and Master
4. Reagent Supplier and customer
5. Fellow students/initiates
6. Fraud and investigator

Military (3)
1. From the same battalion
2. Mercenaries
3. Fought for opposite sides
4. Common Experiences
5. One killed the enemy/other got the credit
6. Deserters from the same battle

Criminal (4)
1. Gambling rivals
2. Members of the same group of thieves
3. Smuggler and fence
4. Shared a prison cell
5. Mutual keepers of an ominous secret
6. Loan Shark / Debtor

Raiders (5)
1. Lone survivors of a small community destroyed by raiders
2. You were part of an ill fated expedition sent to scout in raider territory
3. Refugees that met on the Long Road
4. One of you left the other for dead
5. You were part of a rearguard that shielded Kenebac from a raider invasion, buying time for the escape of Mayor Barry Richards/Captain Lydia Stormwell and his/her cohorts
6. One of you hid the other from an invader warband

Work (6)
1. Members of the same group
2. Miners/Looters
3. Master and apprentice
4. Hunting rivals
5. Former employees from the same defunct business
6. Artist and patron
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Re: Therafter Out of Game Discussion
« Reply #23 on: August 02, 2013, 02:22:42 PM »
Hmm, orphan, orphan aaaaand, orphan.  :)



   
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Re: Therafter Out of Game Discussion
« Reply #24 on: August 04, 2013, 07:24:17 PM »
Starting slow, no rush - post as you will.  No combat pending unless someone goes seriously off reservation :P
   
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