Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 23, 2010 15:54:10 GMT
Howdy kids o/ My name's Gordon and although I'm sure im utterly unknown to the majority of you, if you've been to Burkys flat in the last 6-8 months you've probably bumped into me. At the request of Steven (not sure of his handle here)..I'm gauging interest in a Darwin's World campaign. So this is also a notifier of a possible campaign materializing. It's a post-apocalyptic setting using D20 Modern rules/bits and bobs. Will be running a test games to determine playability. Curious about how interested folk are for it (and if I can DM it properly, my first time ) Books in PDF format (perfectly legally bought from the RPGObjects site) can be lent etc. It's all pretty straight forward - Robots, mutants and radiation.
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Post by Ross on Feb 24, 2010 14:51:59 GMT
Welcome Gordon,
Darwin's World seems interesting. What day are you planning on running it?
Ross.
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Kenny
Adventurer
Dragon Fodder
Posts: 112
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Post by Kenny on Feb 24, 2010 16:45:01 GMT
Just reading the Darwin's world book on PDF and it looks lots of fun. I'd like to play
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 24, 2010 17:58:03 GMT
It's all *very* much planning stages atm, so standby! I certainly look forward to running some sort of DW game, I love post-apoc settings
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 26, 2010 12:22:28 GMT
OK, test players have been found and test games will commence not this tuesday coming, but the next.
Players were chosesn as its the flat game DnD night so use them and just alternate the games. eg, one week DnD, next DW rinse repeat...
give me a PM prod for specifics regarding character creation.
Also note, if the tests are successful, a game involving more people will almost certainly be started.
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Craig
Adventurer
Power Gamer
Posts: 204
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Post by Craig on Feb 27, 2010 0:08:02 GMT
I assume iam one of those crazy mutants, that can spit acid, climb walls, poison touch, control his adrenaline, see the unseen and bleeds a lot.
I made him Feral btw, choose a cleaver as my only piece of equipment.
Also if i can get flaws was thinking going full hog with the super mutant,
Flaws would be Inept; (-2 attack penalty in melee) would take another Super mutant feat giving me another random mutation and +2 dc for the medical drugs (so total dc21)
So let me know, if thats cool, and if its not thats ok as it is your game.
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 27, 2010 12:53:08 GMT
No flaws (or traits) but holy crap, you're taking both starting feats as super mutant? :\ Well it'll be interesting! Oh by the way, I think you have an out of date set of rules. So we'll have to double check stuff when your char comes in
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Kenny
Adventurer
Dragon Fodder
Posts: 112
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Post by Kenny on Feb 27, 2010 16:01:15 GMT
I've got my guy done. Ended up using the Post Apoclyptic Hero base class Which gave me an extra Neural mutation feat from the Neural Talent Tree. Went with Telepath and I've got mind Stun and Mental communication so I can do some stuff (not a lot yet but it's a start). Not sure how much Ammo for my crossbow costs but I've got quite a bit of cp left so if you let me know then I'll by some.
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 27, 2010 16:46:22 GMT
Bolts come in packs of 12 and cost 55cp for twelve. This makes them expensive when shown against say 5.56mm NATO. But then you can reuse bolts... However I'm happy for you to simply start with 12 bolts Remember, you're gonna need a fair amount of survival stuff
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 27, 2010 16:57:32 GMT
Infact, just to make things *really* simple and so that I need not continually repeat myself... Char Gen Rules: Abilities: 4d6 (dropping lowest d6) x 8 Feats: Always start with Simple Weapons Proficiency Muatations/defects Either rolled randomly by myself the number of times (up to three on each table) OR Player chooses muation(s), I choose defect(s) Equipment: All players start with a Survival Kit. If ranged weapons are taken as starting gear, you get a box and a spare as starting ammunition. Eg, you take an AK-47. You have 30 rounds in the current magazine and 30 rounds spare (in a magazine) EXCEPTION: Bows and Crossbows start with a single quiver of 12 arrows/bolts as they are retrievable. Any equipment gained through backgrounds (eg Advanced) may, if it is sufficiently under the total cp value allowed, start with a powerpack/batteries if it needs them. EG, player takes Advanced background, entitling them to a 5,000 cp value item from artifacts of the ancients. The player selects a water purifier at 2,000 cp. I would then allow the taking of the relevent powerpack for that item. As a further addendum, there are two Ancient languages and one must be picked if taking Ancient. The first is Ancient (English) and the second is Ancient (Russian).
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Craig
Adventurer
Power Gamer
Posts: 204
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Post by Craig on Feb 27, 2010 20:28:42 GMT
ok i didnt really want to take both feats as supermutant but the version i have says that supermutant gives 1 mutation so if i can lose the slime (whcih was the last one i rolled ithink?) can i get afeat back, or do i actually have a feat left and supermutant gives 2 mutations?
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 27, 2010 22:37:13 GMT
Craig, I already said you must have an OUT OF DATE version of the DW Survivors Handbook!
I can get you a look at the current version dude.
Super mutant is ONE (1) feat that gives you TWO (2) mutations. Thats it.
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Craig
Adventurer
Power Gamer
Posts: 204
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Post by Craig on Feb 28, 2010 2:19:11 GMT
ok no probs ill print out what i got and correct it when u run the game
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Gordon
Commoner
Out in the Wasteland
Posts: 23
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Post by Gordon on Feb 28, 2010 12:50:43 GMT
Cool cool. It will take sometime to go over it fully though matey But I'm happy to.
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